GCIHESDA SOFIUOKS
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Author:
Ronald Wartow
Additional Material:
Bruce Nesmith
Julian Lefay
Kurt Kuhlman
Editing:
Jean Rabe
Additional Editing:
Jay Beale
Kate Springle
Bridgett Conner
Design and Layout:
Peggy Meile
Artwork:
Mark Jones,
Shaun Mitchell
Hoang Nguyen
Louise Sandoval
The Daggerfall Chronicles™ Copyright © 1996 Bethesda Softworks, A Division of Media
Technology Limited All Rights Reserved.
The Elder Scrolls®, Daggerfall® and Bethesda Softworks™ are designated trademarks of
Media Technology Limited. Virgin is a registered trademark of Virgin Enterprises Limited.
All Rights Reserved.
No part of this publication may be reproduced or transmitted in any manner whatsoever
including, but not limited to, electronic storage and retrieval systems, photocopy, photogra-
phy, magnetic, mechanical or other record without the prior written permission of Media
Technology Limited.
The video game, characters and images covered in this book (and associated trademarks
and copyrights) are the property of Media Technology Limited.
ISBN: 0-92984-320-7
Printed in the United States of America
0987654321
© 1996 Bethesda Softworks
Contacting Bet
Technical Support & Customer Service
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Send all correspondence to: Send all warranty materials to:
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Virgin Interactive Entertainment:
Distributed and marketed in Europe by: Virgin Interactive Entertainment (Europe) Limited. Address: 2 Kensington
Square, London, W8 5RB. England. World Wide Web: http:/Awww.vie.co.uk/vie
stem Requirements
A
COMPUTER: IBM and 100% Compatibles.
OPERATING SYSTEM: Microsoft DOS 6.0 or greater.
CPU: 486DX2/66 required minimum.
VIDEO CARD: 256-color VGA, VLB or PCI bus required.
CD-ROM Drive: Double-speed CD-ROM drive required; MPC LEVEL 2 REQUIRED.
MEMORY: 8MB RAM required minimum.
HARD DISK DRIVE: 50MB available space required for minimum install.
SOUND CARDS SUPPORTED: Sound Blaster™ Sound Blaster Pro™ Sound Blaster 16™ AWE 32™
Pro Audio Spectrum)" Ensoniq Soundscape) Gravis Ultrasound™ and 100% compatibles.
INPUT DEVICE: Microsoft 100% compatible mouse required. Joystick optional.
WINDOWS 95 COMPATIBILITY: Compatible in MS-DOS mode with 16-bit CD-ROM and
mouse drivers installed; compatible in MS-DOS box with sufficient free RAM.
1996 Bethe:
fa S¢
Cable of Contents
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we ee ee a are iii
ndraping the Shroud from Dagger fall .............c.cecscececscscscsesecscececscscsesesererereee]
Ceara HIN ATE ACTON Gs succes usnstecaaeracesesttuctescosecettessne anetvecstahealtquubgaasabsonessstuoebcidcssas uensbonsonsusncshsbesuesus ecdoodeassesvestvavegiwsosceasesi 1
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OD Re Greed: pega wa ctg eet sacs s ca caa pees tas avi cg cao es cots cert tia coats NEE vac ovecoccnseasstessnecscecccsseosasessesnsbbandsuawassonesasisibote 7
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TRUONG AGED oiissssisssiasesereesosecsadssncoascescrespanederescduatacesnann aeieeneel |
Daggerfall’s FIV Cormerstones of Insight a = Ce eS
Coarnch tte Soeereen cannes Pat ee de err tas wins cocoate vaesteSeavovasoesensiusdiuveosssostbUaaseesaekesesedababeacte MADEN aes iouttteooomeert meer ttenctetsovettant
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PREP UEALION pcsskeceseccssscnssnsacetbsreeestusesesssseenasdesdsenssnsasbageasstosseosacnssoasseneeusiocsUt Meal coeammaMnEDmEMesieestrsecvanss apetvesers cstees uveestisapeint 40
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Exploring Tamricl PHOTO OHHH HEHEHE HEHEHE EEE HEHEHE EEFH HEE E EHH EEE HEHE ESE HE EEO HEHE OEE EH OEEHOHOHEOHOOEEE 45
Megaye ak thee Loagniid cesta ices oscucenvesensscssaicouncacugbottatacec ansncconsonszon dugden teas susteaebareerespeatnessoevseaieusestcciseusvansosscocolereesnvenvisas 45
Tammiel’s. Weather by Chimate and Season sis..sssaptsesesacseconsnscsssess¥onguesstessontanendahestenstpestosoucacaescscuscesivesssucnssucesculivietteaeteds 47
Travel, Movement, and Fatigue.......cssccsouccsesecoscnthnteasssaeteassossstsssssathguestents ctmle acesitfes stat pesssuscesssesssssensonsonscageterpaieyeess 48
© 1996 Bethesda Softworks U
The Daggerfall Chronicies
Safe Havens — Camping/Sleeping/Restimg, <csssso.s.ass.sssessvsesovesssnsssncvssinecsanasuansesovesgonnssssnneesonsconssesenssessesecsensssitbateegseveeeaes 4D
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When, Where, and How to Save the Best Games
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Generte Guild Rules
vi © 1996 Bethesda Softworks
Table of Contents
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a ne a ame eae 86
TO iia Crider Sree easton env co cloptapasGoosens is SVC MMMM PO Essa iessscn vce SoG ARRER vessels guavewesveaveesiooe 87
DIARIO Ger L000 cccaecme tee Sons ssusll at Sien siete aUvaglee Seaevvee PERSO Soot ons cS rSbvsuazos chests to MMMM ses ccf teases soeleica navies BSS 88
10) genes a 90
DS I eS 98
hte ‘Tan teeter nag Br Manic re ners cata esso da SssncagsuceapPlnegoreceaseoosctsdnnconnsseoLessnbn unnhsssns hives chusciuapeaasadtObiaesesoseesoneesene 102
CottlaaxC riya and Pinta Pires: cccseceseeeasetneabcdss ceca hee ives va vuassnsssttbceaossssniaasecs cused CONOR EE Ee sssvorscsvnsensere 102
DIT R Sos ceartet rites sev acs aus oO REIRS eS OIET chan oe EET ino RPS aGs danse EE oo EE ON cass osuesit 102
ESA acta, roan SoA NGalaces sete cant cote Create TNO eae loess etl hdc cc ousi5 as MRS RA TBS esis cs vcavscocuisccnsshsacoeota hasefivivovens ee 105
ae a ee = ers
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SSPE HB ParideCtbees cud festh 5 <iueysey esd MMMM assasd0sstaaisncascssalsuflnucssveptpecterrs eveiocayoasesvseasdteditiesiuussusssusizocscoitcosseneste he MMaabaatee 105
Magic Makers iisressiscscessstasatssosstenesstbsceeesy Witsscoascuge tas vurieedStectoate Passa do ads casevcain~svetiahizoncuidoncsevacterstscassticeatocst MMPTONITS 113
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Piper raeeag LEIS CL Lear aN eI osc cssss0 08: cics0sssSeegebtgp vskstinsces MERE Rbvisosostavcons eat ORE eas onensce eee divzealnionsscccens einen haR
Soul Geiss a ativcteress...s.ocietenguadienssiuiec-
Stirring Cauldrons (PotionMaker)
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MOPS Ni fa pe feet ons o bases scon ons cbnvsecenncilinns ctMpigivones Gud bconesligsaeci aOagaus Hone tac anal ED
Close Encounters of the app }\ | re’ eM be TLC
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RREGELOVA AIA SG GTEDALELOGREMD Ry sasanssUlessriitactlieioivsesebgecessgovseneneescepbcbuincesisnsllnncsiiste MRD ERE Gs Sa tc 155
SUAS LERMRAITE RENO C11 PCIE TMLACLEC ssievssnosvusssaniveecosssnesssnsvestsibesadeatggiotsontostosesicsttttstiuspleM MME etressPelarsto i brcoettaverostSboensnesLssussaste 156
Reet OES EOP: COTE PORN tress ts ocanssscsesevvssscncsscocesssveosonssuanpinanerisnses5it SAAS SSM MmMtahiycvotas<demeEeboat ssenseovstssssbessiae 148
fipmcrontation— Real Time Rabat -...-.......cs.ecenoseqntiveonvscsovecsseseconsensnss soi seiteeesi am Mie sorvesourtoadedersxsvoweestitybcntlasiesse 149
CUBE eae cctMeE caaaasschcceepecssecassonesesocoodipeansstionddsccedptbnadbensactsssecassosolinsolieis¢0050¢10 RRM ER REP ee eae tT 149
Daggerfall Combat Formulae and Saving Throws
Magical Combats ‘
ARGASIPE BUA GOL esse eels... ssccnss-csscocnssssassocaseehes
Live to Fight Another Day
© 1996 Bethesda Softworks vil
The PDaggerfall Chronicies
Objects d js edge Tage 5 ee ian
PRYPAECCES sxch sscancctcstssecsnvesensashssssnsvetssosseapuansences
Saving Throw) sesso
Daggerfall’s Glory Road— The Complete Walkthrough... ccc 1g
Narrative
The Battle of Cryngaine Field.
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ERIE Ele POsrrtaisa i sisccovesressstlvateetvistennssvcotePebensar Riana cen PR AS ee ee OCC See 186
MES OG? ee a.) a: a. ae eS so ir Ree Pee yee 188
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Introduction
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vill © 1996 Bethesda Softworks
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Major Character Classes
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hedonic SP YeeQ0in s,s crcetestatacemPea gt stabs noes -steuccoannsscsebosbourodtststebecosevbossskoposvescssinnessscesssose 201
Dust of Restful Death ..... 202
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SR EEO ARUN
© 1996 Bethesda Softworks ix
» ky
aggertall is a fantasy role-playing game
with rich stories of court intrigue, treac
knightly conflicts, and the inevitable str
between good and evil. This fictional wei
)in complexity and filled with surprises. But it is
+
ymplete without you.
The stage for this epic is Tamriel, a striking continent with
yerse terrain and impressive buildings. The Tamrielic Calen
Tamriel’s landscape is brimming with magnificent cities an
e dungeons. You'll also find eaves and castles —and all
cary places. The civilized jewels in Tamriel’s crown are ©
$ ensconced in the impressive cities of Daggerfall, Wa
Sees e hatched and conspiracies are set in motion
ugust build
© 1996 Bethesda Softworks: ae na cence
The Daggerfall Chronicles
your wildest imagination. Of course, you can’t simply walk up and
retrieve a gem-encrusted sword. The huge Iron Atronach or the spellcast-
ing Battlemage guarding it might take umbrage.
You can interact with many of Tamriel’s inhabitants, all of whom have
reputations. These reputations and personal interchanges dictate world
events. In addition, every body politic and impolitic are also affected.
From the guilds to the temples to the royal families —the story could
unfold differently depending on your reputation and actions. Be
warned —cities could be lost by a simple slip of the tongue.
Combine all that with the wide and varied states and conditions of the
political entities in Tamriel, and you have several rousing adventures in
store. Peaceful and not-so-peaceful encounters will flow your way.
Remarkable quests and dangerous endeavors await. The emperor and his
Battlemage, as well as dozens of members of royal houses, deliver quests
of ever-increasing importance. The very fate of the empire rides on your
deeds!
The quests and journeys are not merely strolls in the park. Along the
way, horrible beasts, undead creatures, and mages casting the magic of
the night block every step. The road can be long. It sometimes ends in
unthinkable tragedy, as loved ones are slaughtered, kidnapped, or done in
by foul play.
In the beginning, Daggerfall finds the player character (PC) sum-
moned by Emperor Uriel Septim on a mission in the High Rock city-state
of Daggerfall. The spirit of the recently departed king of Daggerfall, who
was a great friend and ally of the Emperor, is haunting the court and
streets of his former city, crying for revenge, bringing pestilence and dis-
trust in his wake. The PC is to free the king’s soul from its torment.
Seemingly as an aside, the Emperor then mentions that there is a certain
letter he sent to the queen of Daggerfall some months ago, to which he
has received no reply. The letter apparently contains some personal
remembrances, and it would be an embarrassment should it fall into
strangers’ hands. The PC is to retrieve this letter.
As the PC investigates the two quests, stories of madness, unrequited
love, dark sorcery, seduction and betrayal, and a plot to recreate a power-
ful force from a dark era surface. The actions of the PC will determine
who if any will wield this power and what will be the fate of Daggerfall
and the Empire of Tamriel itself.
© 1996 Bethesda Softworks
Wndraping the Shroud from Daggerfall
What's in This Book
This book exposes the inner workings of Daggerfall, plus gives hints,
tips, and special information on how to complete the game with panache
and honor. Those who want broad level hints have them. Those who wish
to examine and analyze the complicated formulas for how things work
will have a field day.
The book will reveal everything from helpful exploring techniques to
sure-fire ways to defeat even the toughest monsters. Many tables, charts,
and maps will give you special insight into how to overcome those pesky
obstacles that inevitably pop up.
Learn the unfolding story of Daggerfall. Prepare to be walked
through the 12 so-called story dungeons, places that are vital to complet-
ing the game. You will even learn about the multiple endings possible.
The fate of Tamriel is in your hands.
However you use this book, remember that Daggerfall is all about
having fun.....
© 1996 Bethesda Softworks 5
ae «= mricl’s
Timeline
oe = Ue st Za
Oldest date given in written record. Camorian D
founded by King Eplear.
King Harald conquers Skyrim.
King Harald dies at the age of 108. King Hjalmer
succeeds.
King Hjalmer dies. His youngest son, King Vrag
the Gifted follows. os
Skyrim expands and swallows up Morrowind and.
High Rock. ;
Daggerfall founded.
Clan Direnni rises through political maneuverin
and questionable machinations.
im War of S cession begins.
©-1996 Bethesda Softworks = - ae
The Daggerfall Chronicles
1E 401
1E 477
1E 498
1E 950
1E 980
LE 983
1E 989
Skyrim loses Morrowind and High Rock in Skyrim
War of Succession.
Clan Direnni now controls High Rock and large parts of
Skyrim and Hammerfell.
After years of power, the Direnni clan falls.
Beginning of the Siege of Orsinium (Orc Stronghold).
Orsinium falls.
With opening of Bjoulsae River, open trade between provinces
flourishes. Great social and technological boosts, including
writing, ensue.
Wayrest grows from a small village to a major city.
1E 1100 Wayrest becomes a city-state.
1E 2200 The Thrassian Plague kills half of Tamriel’s population. Nobility
from Daggerfall, Sentinel, and Wayrest escape to the Isle of
Balfiera.
1E 2813 Throughout Tamriel, Cyrodilic becomes language of all legal
2E 230
2E 324
2E 431
documents, replacing High Elven. Cyrodilic is the ancestor of
the modern Tamrielic language.
Che wd Era
First Mages Guild formed.
Members of the Morag Tong assassinate Potentate Versidue-
Shaie. The Tong is outlawed forever and persecuted. They
reform secretly under the name The Dark Brotherhood.
Civil wars and insurrection dissolve the Tamrielic Empire.
© 1996 Bethesda Softworks
2E 563
2E 603
2E 896
3E0
5E 38
3E 40
5E 53
3E 64
5E 82
3E 98
3E 110
3E 121
Tamriel’s Timeline
Voyage of the Crimson Ship, filled with Kothringi tribesmen
fleeing a deadly flu. The ship set out of Black Marsh on 9 First
Seed. After a year of unsuccessfully trying to port at many
Tamriel locations, it sets off west through the Abeccean Sea.
The ship and its passengers were never seen again.
Last documented case of the Knahaten Flu.
Tiber Septim conquers all of Tamriel.
Che 3rd Era
Tiber Septim begins Septim Dynasty.
Tiber Septim dies, succeeded by Pelagias I.
Pelagius I assassinated by the Dark Brotherhood, succeeded by
his cousin Kintyra I.
Kintyra I dies, succeeded by her son Uriel I.
Uriel I dies, succeeded by his son Uriel II.
Uriel I dies, succeeded by his son, Pelagius II.
Pelagius III dies, succeeded by his son, Antiochus I.
War of the Isle.
King Orgnum of the island-kingdom Pyandonea holds siege on
Summurset Isle. The high elven kings and Antiochus I destroy
Orgnum’s fleet. The magical ever-full coffer of King Orgnum is
lost at sea. It is reputed (by doubtful sources) to have resurfaced
from time to time all across Tamriel.
Kintyra II imprisoned by her cousin, Uriel III, who claims the
Imperial throne. War of the Red Diamond, the symbol of the
Imperial Family of Septim, commences.
© 1996 Bethesda Softworks i
The Daggerfall Chronicies
3E 127
3E 147
3E 247
3E 249
3E 253
5E 288
5E 290
5E 317
3E 339
3E 346
SE 368
3E 370
SE 375
35E 389
War of the Red Diamond ends when Uriel III is defeated in the
Battle of Ichidag by his uncle, Cephorus. Cephorus I crowned
Emperor of Tamriel.
Pelagius III's wife, Katariah, declared Empress Regent.
Pelagius III is popularly believed to have gone insane, though it
may have been a physical malady that forced him to declare
himself incompetent to reign.
Uriel IV dies, succeeded by his cousin, Cephorus II.
Haymon, the Camoran Usurper, conquers eastern Valenwood.
Haymon’s claim to the Camoran throne and his very origins are
still debated by historical scholars. The most persistent legend is
that he was the progeny of a Breton woman and the daedra
Molag Bal. Certainly his army was largely supernatural, but so
was that of his archfoe, the Baron of Dwynnen.
Battle of Dragontooth. Haymon, the Camoran Usurper, defeats
the armies of Taneth and Rihad, taking southern Hammerfell.
Uriel V leads invasion of Akavir.
Battle of Ionith in the continent of Akavir. Uriel V killed. Uriel
VI becomes Emperor.
Uriel VI dies, succeeded by his sister, Morihatha.
Morihatha | assassinated. Her nephew, Pelagius IV, becomes
emperor of Tamriel.
Uriel VII born.
Pelagius IV dies. Emperor Uriel VII becomes emperor of
Tamriel.
Arena PC born.
Daggerfall PC born.
Jagar Tharn imitates Uriel VII. The Imperial Battlemage
treacherously imprisoned the Emperor in another dimension
and wove an illusionary spell to disguise himself as the Emperor.
© 1996 Bethesda Softworks
5E 396
5E 399
3E 401
3E 402
3E 403
3E 404
3E 405
Contemporary historians refer to this period from 3E 389 to 3E
399, somewhat euphemistically, as The Imperial Simulacrum.
War of the Blue Divide between eastern Valenwood and
Summurset Isle; Summurset Isle wins.
The Five Year War between western Valenwood and Elsweyr;
Elsweyr wins.
The Arnesian War between Black Marsh and Morrowind;
Morrowind wins.
The War of the Bend’r-mahk with High Rock and Hammerfell
and Skyrim; Skyrim wins.
Jagar Tharn is defeated; Uriel VII returns.
Nulfaga discovers the location of Mantella, informs Emperor,
Emperor sends letter.
Betony War begins.
Betony War ends with Battle of Cryngaine Field and death of
Daggerfall’s King Lysandus. Succeeded by son, Gothryd.
Gothryd marries Aubk-i, letter arrives, Lysandus begins haunt-
ing Daggerfall.
Daggerfall PC sent to Daggerfall.
© 1996 Bethesda Softworks
Tamriel’s Timeline
“the Raval §
uch of what occurs during Dagg
influenced and dependent upon
classes of almighty characters, five Go
three Goddesses, and 16 Daedra.
dods and Goddesses spread their spheres of influence t
temples that dot the Tamriel landscape. Extensive
services can be for the PC: S ee if the the PGs jo
ao Sphere of Influence Sumbol
Akatosh The Dragon God of Time
God of the Cycle of Birth
and Death
Dibella Goddess of Beauty
Julianos God of Wisdom and Logic
Kynareth Goddess of Air
Mara Mother-Goddess and
Goddess of Love
©1996 Bethesda Softworks
God/Goddess Sphere of Influence Sumbol |
: God of Mercy % i i ~y> |
God of Work and _ |
Gods and Goddesses Separated bu Region
Region (Alpha) Patron God Region Patron God (Alpha)
Abibon-Gora Dibella Bergama Akatosh
Kynareth Isle of Balfiera Akatosh
Alik’r Desert Stendarr Wayrest Akatosh
Anticlere Mara Ayasofya Arkay
Antiphyllos Mara Orsinium Arkay
Ayasofya Arkay . Sentinel Arkay
Bergama Akatosh Abibon-Gora Dibella
Betony Mara Daenia Dibella
Bhoriane Stendarr Dwynnen Dibella
Bjoulsae River Zenithar Gavaudon Dibella
Cybiades Julianos Lainlyn ~ Dibella
Daenia Dibella Satakalaam Dibella
Daggerfall Kynareth Tulune Dibella
Dak’fron Stendarr Cybiades Julianos
Dragontail Mountains Zenithar Koegria Julianos
Dwynnen Dibella Menevia Julianos
Ephesus Mara Pothago Julianos
Gavaudon Dibella Tigonus Julianos
Glenpoint Zenithar Alcaire Kynareth
Glenumbra Moors Mara Daggerfall Kynareth
12 : © 1996 Bethesda Softworks
Gods and Goddesses Separated bu Region
Region (Alpha) Patron God Region Patron God (Alpha)
Ilessan Hills Zenithar Kozanset Kynareth
Isle of Balfiera Akatosh Myrkwasa Kynareth
Kairou Zenithar Wrothgarian Mountains Kynareth
- Kambria Zenithar Anticlere Mara
Koegria Julianos Antiphyllos Mara
Kozanset Kynareth Betony Mara
Lainlyn Dibella Ephesus Mara
Menevia Julianos Glenumbra Moors Mara
Mournoth Stendarr Northmoor Mara
Myrkwasa Kynareth Ykalon Mara
Northmoor Mara Alik’r Desert Stendarr
Orsinium Arkay Bhoriane Stendarr
Phrygias Stendarr Dak’fron Stendarr
Pothago Julianos Mournoth Stendarr
Santaki Stendarr Phrygias Stendarr
Satakalaam Dibella Santaki Stendarr
Sentinel Arkay Urvaius Stendarr
Shalgora Zenithar Bjoulsae River Zenithar
Tigonus Julianos Dragontail Mountains —_Zenithar
Totambu Zenithar Glenpoint Zenithar
Tulune Dibella Ilessan Hills Zenithar
Urvaius Stendarr Kairou Zenithar
Wayrest Akatosh Kambria Zenithar
Wrothgarian Mountains Kynareth Shalgora Zenithar
Ykalon Mara Totambu Zenithar
ie aS 7
¢ — Except for Arkay, all cures cost 250 gold pieces per level.
© 1996 Bethesda Softworks
aug
s Dacdra
Boethiah
Daedra are magical creatures summoned from another dimension.
Each has very special skills that aid or impede the PC journeying through
the Daggerfall story. Daedra can destroy the PC under certain circum-
stances. Summonings occur at various places throughout Tamriel.
Sphere of Influence
Dusk and dawn.
Deceit and Conspiracies. Hidden or secret plots involving power or death.
Clavicus Vile
Grants powers and wishes through ritual summonings.
Hermaeus Mora
Hircine
Grants visions of the past and future. Keeper of knowledge and memory.
The Master of the Hunt. To hunt those targeted by Daedras.
Malacath
Mehrunes Dagon
Curses. Patron of the spurned and ostracized.
Destruction, conflagration, any large amount of uncontrolled energy.
Mephala Known as The Spinner, The Spider, The Webspinner. Interferes in mortal
affairs mainly for the entertainment value.
Meridia The Keeper. Life energy.
Molag Bal Known as The Schemer. Eating souls and adding souls to his domain through
conflict and strife on the mortal plane of existence. Domination of mortals.
Namira
Nocturnal
Known as the Spirit Daedra. Old darker nature, the spirits dark and shadow,
insects, spiders and most other creepy things.
Night Mistress. The night and darkness.
Peryite
The Taskmaster. Lord of the lowest minions of Oblivion.
Sanguine
Wild orgies and similar events of darker natures.
Sheogorath
Vaernima
Madness.
Mistress of dreams and nightmares. The bearer of evil omens.
© 1996 Bethesda Softworks
© 1996 Bethesda Softworks
_Nulfaga
b.3E 336
Mynisera Cameron ~~ AK
—<> HE 353 b.3E 368 —<>—b
1.36403 >. 3 403
Gothryd — — Aubk-i
3Es1 CSE
arenziah
“ 2E 893
The Divine and the Royals
© 1996 Bethesda Softworks
Lajor Tharacee
Classes.
he character a player chooses
determines how easy-or hard the
game will be to complete. In addition
all characters have the ability to
eestor inthe Daggerfall world —play to win or
play just to participate. Two players, with different
aracters will likely be playing different games.
a While the player he the ability to create a custom
lass, as descr ibed i in gota in ie as se Manual,
was too uw tate in my et)
© Before selecting any of the pregenerated classes, take
a moment to glance thr. ee the ipllow ie: char t Vital
The Paggerfall Chronicies
Thief (act, spp)
Primary Skills: Dodging, Short Blade, Stealth
Major Skills: Lockpicking, Backstabbing, Climbing
Advantages: None
Disadvantages (5): Forbidden Armor Type (chain, plate), Forbidden
Shield Type (round, kite, tower)
Burglar (AGI, SPD)
Primary Skills: Lockpicking, Climbing, Stealth
Mayor Skills: Dodging, Mercantile, Short Blade
Advantages: None
Disadvantages (6): Forbidden Armor Type (chain, plate), Forbidden
Shield Type (buckler, round, kite, tower)
Assassin caci, str)
Primary Skills: Critical Strike, Backstabbing, Stealth
Mayor Skills: Short Blade, Long Blade, Blunt
Advantages: Bonus chance to hit humanoids
Disadvantages (6): Forbidden Armor Type (chain, plate), Forbidden
Shield Type (buckler, round, kite, tower)
Rogue (act, str)
Primary Skills: Long Blade, Stealth, Dodging
Mayor Skills: Pickpocketing, Backstabbing, Streetwise
Advantages: None
Disadvantages (2): Forbidden Armor Type (plate), Forbidden Shield
Type (tower)
Acrobat cacti, spp)
Primary Skills: Dodging, Running, Jumping
Mayor Skills: Stealth, Hand-to-Hand, Climbing
Advantages (2): Athleticism, Adrenaline Rush
Disadvantages (7): Forbidden Armor Type (chain, plate), Forbidden
Shield Type (buckler, round, kite, tower), Forbidden Weaponry (axe)
© 1996 Bethesda Softworks
Bard ant, per)
Primary Skills: Streetwise, Etiquette, Pickpocket
Mayor Skills: Stealth, Short Blade, Hand-to-Hand
Advantages (1): INT in Spell Points
' Disadvantages (2): Forbidden Armor Type (plate), Forbidden Shield
Type (tower)
Wattior srr, acy
Primary Skill: Long Blade, Axe, Blunt
Mayor Skills: Short Blade, Hand-to-Hand, Archery
Advantages: None
Disadvantages: None
BNght re, Per)
Primary Skill: Long Blade, Etiquette, Blunt
Mayor Skills: Axe, Archery, Short Blade
Advantages (1): Immunity (paralysis)
Disadvantages (2): Forbidden Armor Type (leather), F orbidden
Material (daedric)
Ranger (STR, END)
Primary Skills: Long Blade, Axe, Climbing
Mayor Skills: Swimming, Archery, Critical Strike
Advantages: None
Disadvantages (1): Forbidden Shield Type (tower)
Archer srr, acy
Primary Skills: Archery, Hand-to-Hand, Dodge
Mayor Skills: Blunt, Axe, Critical Strike
Advantages: Expertise in Archery
Disadvantages (5): Forbidden Armor Type (plate), Forbidden Shield
Type (buckler, round, kite, tower)
© 1996 Bethesda Softworks
Major Character Classes
The Daggerfall Chronicles
HWionk (act, sep)
Primary Skills: Hand-to-Hand, Critical striking, Dodging
Mayor Skills: Blunt, Medical, Swimming
Advantages (2): Resistance to Magic, Resistance to Shock
Disadvantages (7): Forbidden Armor Type (leather, chain, plate),
Forbidden Shield Type (buckler, round, kite, tower)
Barbarian re, env)
Primary Skills: Axe, Long Blade, Blunt
Mayor Skills: Swimming, Running, Jumping
Advantages (2): Immunity (poison), Rapid Healing (general)
Disadvantages (5): Forbidden Armor Type (plate), Forbidden Material
(orcish, daedric)
Mage (INT, WIL)
Primary Skills: Alteration, Mysticism, Thaumaturgy
Mayor Skills: Destruction, Illusion, Restoration
Advantages (1):.2x INT in Spell Points
Disadvantages (9): Forbidden Armor Type (chain, plate), Forbidden
Shield Type (round, kite, tower), Forbidden Weaponry (long blade,
axe, missile)
Sorceror avr, wi)
Primary Skills: Mysticism, Alteration, Thaumaturgy
Mayor Skills: Musion, Destruction, Restoration
Advantages (2): 3x INT in Spell Points, Spell Absorption (general)
Disadvantages: Inability to regenerate Spell Points, Forbidden Armor
type (plate), Shield (all)
Healer avr, wi)
Primary Skills: Restoration, Medical, Dodging
Mayor Skills: Mysticism, Thaumaturgy, Alteration
Advantages (2): 1.75X INT in Spell Points, Rapid Healing
Disadvantages (6): Forbidden Armor Type (plate), Forbidden Shield
Type (kite, tower), Forbidden Weaponry (long blade, axe, archery)
20 © 1996 Bethesda Softworks
Major Character Classes —
Battlemage avr, wi)
Primary Skills: Destruction, Long Blade, Axe
Mayor Skills: Thaumaturgy, Alteration, Hand-to-Hand
Advantages (1): 1.75x INT in Spell Points
Disadvantages (2): Forbidden Armor Type (chain, plate), Forbidden
Shield Type (kite, tower)
Spellsword (WIL, STR)
Primary Skill: Long Blade, Axe, Blunt
Mayor Skills: Destruction, Illusion, Alteration
_ Advantages: None ;
Disadvantages: (2) Forbidden Armor Type (plate), Forbidden shield .
(tower) m
Rightblade (WIL, AGI)
Primary Skills: Dodging, Stealth, Illusion
Major Skills: Lockpicking, Pickpocketing, Thaumaturgy
Advantages: None
Disadvantages: (5) Forbidden Armor Type (chain, plate), Forbidden
Shield type (round, kite, tower)
Kottom Line:
Play the game as a Battlemage or
Spellsword for ease of completion.
Play a thief for the challenge of your
role-playing life.
© 1996 Bethesda Softworks 2) i
The Daggerfall Chronicles
2
Cable of Racial Starting Statistics
Rords
Attribute Hale Female
|
Rhajiit
Attribute Hiale Female
40-60 _| 40-60
50.70 | 40-60
40-60 | 40-60
© 1996 Bethesda Softworks
Major Character Classes
Redguard
Attribute Hale Female
Bretons
Attribute Hale Female
© 1996 Bethesda Softworks 23
Argonians
Attribute Hale aaele
Wood Ff
Attribute Male Female
Speed
Personality 40-60
© 1996 Bethesda Softworks
Major Character Classes !
High if
Attribute HMlale Female
.
Dark Ff
Attribute Tale Female
50-70 | 40-60
50-70 | 50-70
© 1996 Bethesda Softworks 5: 25
o truly understand and conquer Dagg
the player must consider the five most.
important environmental factors in
the g game.
s how Tamriel s citizenry looks upon him. Skills and their
L ot decide if the PC will 1 improve in level and rank
Daggerfall conditions can be viewed as what's going on it
ticular part of Tamriel at any giv en time. Wars can bre :
ay could be bdprowining The next chart shows allt
possible poe how the player will kng
©1996 Bethesda Softworks z jaca
2]
The Daggerfall Chromcies
Always check a town’s or city’s message board at the entrance to find
out what's going on. The message board will reveal most, but not all, con-
ditions currently affecting the region. Asking people for rumors will also
reveal information. Some of these conditions affect others. Prices of goods
and services are particularly susceptible to the varied conditions that can.
exist at a particular locale.
Regional/ Local Condition
No Particular Condition
War just begun
War in progress
War just won
War just lost
Plague just begun
Plague spreading
Plague just ended
Famine just begun
Famine spreading
Famine just ended
Witch burnings
Crime wave
New ruler
Bad harvest
Religious persecution
Prices up
Prices down
Happy holiday
Scary holiday
Holy holiday
Conditions change after the passage of time. Plagues go away. Peace
can end wars. Any unpleasantness can turn cheery. If you are frustrated
28 © 1996 Bethesda Softworks
Daggerfal’'s five Comerstone’s of Insight —
because of certain conditions at your current location, take a brief trip
elsewhere, then return. If you need a few weeks, head for the other side of
Tamriel. Such a trip could take a month roundtrip.
Examples of Information Posted on Signposts:
Witch Burning
[New Ruler] has declared that all witches are to be burned at the
stake. Witchcraft is punishable by burning at the stake. Any witch shall
be burned alive while bound to a stake, by the order of [New Ruler].
Persecution
[New Ruler] has declared that [Persecuted Temple] is guilty of trea-
son and heresy. Any members of [Persecuted Temple] are to be jailed
immediately. [Persecuted Temple] is not recognized by [Current Region]
or [New Ruler]. All its lands and properties are subject to confiscation.
Famine
Due to the famine in [Current Region], all merchants importing food
must report to the gate captain.
One part in 10 of all food entering this town must be turned over to
[Town/City Head], so that [Town/City Head’s Gender] grace does not suf-
fer from the famine. [Current Region] is beset by famine. Wasting food is
punishable by flogging.
Plague
[New Ruler] declares that all plague victims must be left in the street
to be gathered and burned. Be warned, all visitors. Our fair town is beset
by the plague. By order of [New Ruler], no person showing signs of
plague may enter or leave.
War
A state of war exists between [Faction 1] and [Faction 2]. Any foreign
citizen of the enemy found within this place will be hanged. [New Ruler].
[Faction 1] is at war with [Faction 2]. All visitors may be subject to
search. By the order of [New Ruler], for the duration of the war, military
rule is in effect.
© 1996 Bethesda Softworks 29
The Paggerfall Chronicies
30
Enemies of the Region (Watch for secret factions!)
Any person from [Another Faction] will be persecuted to the full
extent of the law. [New Ruler].
Persons of [Another Faction] are to be detained upon sight. For
crimes against [Current Region], [Another Faction] is the sworn enemy .
of [New Ruler].
Factions
Factions play a large role in the overall scheme of things in Dagger-
fall’s Tamriel. While the word “faction” means everything from a group of
dissident individuals to a trusted inner circle of friends, in Daggerfall,
every individual (of which there are hundreds), Gods, Goddesses, royal
families, temples, witches, and daedra are considered factions in their own
right. The program keeps track of every relationship, as difficult as that
may sound.
To get a better idea of how factions work, let's look at a real example
taken directly from the factions file of the Daggerfall program.
Faction #364 is the important and influential King Gothryd, current
ruler of Daggerfall, and a major player in the game's story. His faction file
reads, as follows:
Type 4
Name: King Gothryd
Rep: 0
Ruler: = 1
Summon: -1
Region: 18
Power: 15
Race: 3
Sgroup: 3
Vamp: 150
© 1996 Bethesda Softworks
Daggerfall’s Five Cornerstone’s of Insight —
Type 4 means that the king is an individual, as opposed to a God,
group, subgroup, royal family, or any of the other many faction types in
the game.
Name is self-explanatory.
Rep is the PC's beginning reputation with Gothryd when a new Dag-
gerfall game is begun. In this case, a 0 represents a “neither here, neither
there” reputation. Obviously, over the course of time and play, this num-
ber will change.
Ruler indicates his standing in the noble hierarchy. According to the
ruler table the king is a 1, meaning the king is a king. What a surprise!
Summon tells what daedra faction the individual can call forth. In this
case, Gothryd is unable to summon any daedra. Elsewhere, in the part on
daedra summoning, you can check just what that particular summoned
daedra can do for the king.
Region 18 is where the king is located. In this case, the region is
Daggerfall.
Power is very important. It tells the relative power score of the king
(faction) at the start of the game, in comparison to others.
Race is also self-explanatory, and race 3 makes the king a Breton.
Sgroup tells which of the five Daggerfall major classes the king
belongs to; here, obviously the king belongs to the noble class. In addition
to the five major classes, there are a variety of other Sgroup classifications
which are used to categorize more specialized factions.
Finally, the Vamp parameter indicates which bloodline of vampires
have control of the region. This will dictate the strength and abilities of
the vampires you may encounter. (If a cold shiver has just raced down
your spine, you clearly realize what might happen to your PC in the
wrong circumstances.)
Many of Daggerfall’s factions have natural enemies. To recite the
entire factions file would make this book as long as an encyclopedia, so
here is a quick overview of some of the factions that the PC can join.
First, some legends for you to use while perusing these joinable
factions:
© 1996 Bethesda Softworks 31
The Daggerfall Chronicles
x2
The Park Brotherhood
Mephala—type: 0; rep: 0; power: 50; ally: 3; enemy: 6; enemy: 25;
sgroup:6
The Night Mother —type: 4; rep: 0; power: 20 sgroup: 4
The Dark Brotherhood —type: 2; rep: 0; power: 45;
sgroup:4
© 1996 Bethesda Softworks
Daggerfall’s Five Cornerstone’s of Insight
Dark Trainers —type: 3; rep: 0; power: 10; sgroup: 4
Dark Mixers —type: 3; rep: 0; power: 10; sgroup: 4
Venom Masters —type: 3; rep: 0; power: 10; sgroup: 4
Dark Plotters —type: 3; rep: 0; power: 10; sgroup: 4
Dark Binders —type: 3; rep: 0; power: 10; sgroup: 4
rm ]
rk Slayers —type: 3; rep: 0; power: 10; sgroup: 4
Sample Temple (Arkaw)
Arkay —type: 1; rep: 0; power: 45; sgroup: 6
The Order of Arkay —type: 9; rep: 0; power: 30; enemy: 98;
sgroup: 7
The Knights of the Circle —type: 3; rep: 0; power: 25;
sgroup: 7
Apothecaries of Arkay —type: 3; rep: 0; power: 4;
sgroup: 7
Mixers of Arkay —type: 3; rep: 0; power: 4; sgroup: 7
Summoners of Arkay —type: 3; rep: 0; power: 4;
sgroup: 7
Binders of Arkay —type: 3; rep: 0; power: 4; sgroup: 7
Teachers of Arkay —type: 3; rep: 0; power: 4; sgroup: 7
The Mages Guild
The Mages Guild —type: 2; rep: 0; power: 60; sgroup:2
The Archmagister —type: 5; rep: 0; power: 70; sgroup: 2;
rank: 20
© 1996 Bethesda Softworks
35
The PDaggerfall Chronicles
ou
The Guildmagister —type: 5; rep: 0; power: 20 sgroup: 2;
rank: 12
Popudax—type: 4; rep: 0; region: 18; power: 25; ally: 364;
sgroup: 2; rank: 12
Karethys—type: 4; rep: 0; region: 24; power: 30; ally:
393; sgroup: 2; rank: 12
The Master of Incunabula—type: 5; rep: 0; power: 20;
sgroup: 2; rank: 8
The Master of Academia —type: 5; rep: 0; power:
25; sgroup: 2; rank: 4
The Master of the Scry —type: 5; rep: 0; power:
15; sgroup: 2
The Master at Arms—type: 5; rep: 0; power: 20;
sgroup: 2
The Palatinus—type: 5; rep: 0; power: 25;
sgroup: 2
The Master of Initiates —type: 5; rep: 0;
power: 15; sgroup:2
The Academics—type: 3; rep: 0; power: 15; ally: 70;
enemy: 61; sgroup: 2
The Patricians—type: 3; rep: 0; power: 25; ally: 72;
enemy: 63; sgroup: 4
The Travelers League —type: 3; rep: 0; power: 20; ally:
74; enemy: 66; sgroup: 2
The Mercenary Mages—type: 3; rep: 0; power: 15; ally:
73; enemy: 61; sgroup: 2
The Isolationists—type: 3; rep: 0; power: 20; ally: 60;
enemy: 65; sgroup: 2
© 1996 Bethesda Softworks
Daggerfall’s Five Cornerstone’s of Insight
The Utili ty Mages—type: 3; rep: 0; power: 50; ally: 69;
enemy: 64; sgroup: 2
The Cabal —type: 3; rep: 0; power: 35; enemy: 62; enemy:
25; sgroup:2
The Order of the Lamp —type: 3; rep: 0; power: 35;
ally: 73; sgroup: 2
The Odylic Mages —type: 3; rep: 0; power: 15; sgroup:2
The Crafters —type: 3; rep: 0; power: 5; sgroup: 2
The Thicoes Guild
The Thieves Guild—type: 2; rep: 0; power: 60; sgroup: 4
The Guildmaster —type: 5; rep: 0; power: 20; sgroup: 4
1e Crow—type: 4; rep: 0; region: 18; power: 25; sgroup: 4
Chaik—type: 4; rep: 0; region: 21; power: 20; sgroup: 4
The Squid —type: 4; rep: 0; region: 24; power: 40; sgroup: 4
d Bertram Spode —type: 4; rep: 0; region: 18;
power: ‘19; sgroup: 4
Thyr Topfield —type: 4; rep: 0; region: 18; power: 10;
sgroup: 4
Whitka—type: 4; rep: 0; region: 21; power: 10; sgroup:4
The Master of Initiates —type: 5; rep: 0; power: 5; sgroup: 4
The Shadow Trainers —type: 3; rep: 0; power: 5’ sgroup:4
The Shadow Schemers —type: 3; rep: 0; power: 15; sgroup:4
The Shadow Appraisers —type: 3; rep: 0; power: 5; sgroup: 4
The Shadow Spies —type: 3; rep: 0; power: 5; sgroup: 4
© 1996 Bethesda Softworks 37
The Daggerfall Chronicies
The Court of Daggerfall
The PC can't join this. It is provided as an example of a noble court.
Daggerfall—type: 7; rep: 0; region: 18; power: 80; ruler: 1; sgroup:
3; vamp: 150
King Gothryd—type: 4; rep: 0; region: 18; power: 15; sgroup:3
Mobar —type: 4; rep: 0; region: 18; power: 4; sgroup: 3
The Royal Guard —type: 2; rep: 0; region: 18; power: 22;
sgroup: 7
Queen Aubk-i—type: 4; rep: 0; region: 18; power: 3; sgroup: 3
Cyndassa —type: 4; rep: 0; region: 18; power: 1; sgroup: 0
Mynisera—type: 4; rep: 0; region: 18; power: 3; ally: 367;
sgroup: 3
Lord Bridwell—type: 4; rep: 0; region: 18; power: 15; ally: 366;
sgroup: 3
The Knights of the Dragon —type: 2; rep: 0; region: 18;
power: 20; ally: 371; sgroup: 7
Lady Northbridge —type: 4; rep: 0; region: 18; power: 3; sgroup: 7
Court of Daggevfall—type: 14; rep: 0; region: 18; power: 25;
sgroup: 3
People of Daggerfall —type: 15; rep: 0; region: 18; power: 50;
sgroup: 0)
Betony —type: 7; rep: 0; region: 20; power: 50; sgroup: 3;
vamp: 150
Court of Betony —type: 14; rep: 0; region: 20; power: 25; _
sgroup:3
People of Betony —type: 15; rep: 0; region: 20; power: 50;
sgroup:0
30 © 1996 Bethesda Softworks
Daggerfall’s 4
Ucsts
Quests are the lifeblood of Daggerfall, and come in all shapes, sizes,
lengths. Further they can be a sequence of tasks, rather than just a single
task. From the relatively simple delivery quest, to complicated quests of
many stages, to the actual story quests that advance the PC’s game
progress- there's plenty to do when playing Daggerfall.
Quest Givers:
The Daggerfall program must make some decisions about what kind
of quest to offer. To get a quest, a PC might ask for work around town or
talk to as many innkeepers as possible. Most guilds and temples also offer
quests to non-members.
The consequences of ignoring or failing to complete mundane or ordi-
nary quests probably only reduces the PC’s reputation with an individual
or small group faction. On the other hand, failing to complete any of Dag-
© 1996 Bethesda Softworks
The Daggerfall Chronicles —
38
gerfall’s main story quests can result in the PC’s failing to finish the game
in a favorable and victorious manner.
To help you understand quests, we'll let Princess Elysana of
Wayrest, the PC, Lord Castellian, and the Lord's supporters speak
for themselves. This main quest is not absolutely vital to completing
the game. You need to refer below to pick up all the special information
on Daggerfall’s vital main quests, including this one called Elysana’s
Betrayal.
Fipsana
Hello, [PC]. I am Elysana, King Eadwyre’s child and heir apparent to
Wayrest. Perhaps you could help me out of a bit of an embarrassing
predicament. The senior member of the elder council, my father’s good
friend Lord Castellian, has left court on holiday. | forgot to return a cloak I
borrowed from him. If it isn’t too much of a bore to you, would you mind
taking it to him in [Lord Castellian’s location]? I could offer you a lovely
piece of jewelry as payment.
¥lpsana
No? Oh, [Oath].
Elysana
How frightfully nice of you to help a silly girl like myself. Here's the
robe. Now, it’s very important that Milord Castellian has the robe soon.
He is at one of his houses, [Lord Castellian’s location]. Lord Castellian
will be easy to find. Just look for a [Castellian] and give him the robe. I
do really appreciate this, [PC]. It really shouldn't take you longer than
[Fixed Number of Days] to get to [Lord Castellian’s location] and back,
so I'll see you then.
Elpsana
I know Lord Castellian doesn’t have his robe yet, and he’s not a
patient man. Oh, how marvelous you are.
© 1996 Bethesda Softworks
Daggerfall’s Five Corerstone’s of Insight —
Flysana
Here, let me give you the jewelry I promised. I hope Lord Castellian
appreciates the extra work I put into the robe. It is a real attention getter
now. Let me give you something more than the jewelry, [PC]. My father is
very interested in a certain ancient relic called the Totem of Tiber Septim.
He has spies all over the place looking for it. When they find it, my father
will need someone to secure it. Obviously, whoever he chooses will be fabu-
lously well rewarded. I'll give him your name. That is the least I can do.
Rumor
Lord Castellian is backing legislation which will make Helseth heir
apparent. Princess Elysana is out of favor with the senior member of the
elder council. Lord Castellian returned to Castle Wayrest from [Lord
Castellian’s location].
Holiday's over. Princess Elysana does not look happy to see Lord
Castellian back from holiday. Lord Castellian has disappeared from [Lord
Castellian’s location] where he was on holiday. King Eadwyre is suspect-
ing foul play in the disappearance of Lord Castellian.
pe
Beautiful robes. Nothing particularly unusual about them. Excellent
craftsmanship. Someone put a lot of heart into the embroidery. Some kind
of daedric incantations embroidered into the cloth. A daedra summoning
ritual has been embroidered into this robe. Princess Elysana has asked me
to bring a robe to the elder member of the Wayrest Elder Council, Lord
Castellian at his manorhouse. | need to be back at Castle Wayrest in
[Fixed Number of Days].
Dacia
What a pretty robe. The only way to improve upon such a work of art
is to drench it in mortal blood. You wear the robe. Therefore you must
die. A summoning! Someone dares to summon me with such an ordinary
garment. I feel | must kill you now. Fool!
© 1996 Bethesda Softworks 39
The Daggerfall Chronicles
Dacdra (continued)
Some enterprising soul has given you a robe that summoned me to
prising giveny
slay you. How delicious!
Lord Castellian
A gift from Lady Elysana. Thank you, [PC]. It fits me like a glove.
Lord Castellian’s Supporters
Leave this place. We have come to claim Lord Castellian. You have
done your part by delivering his funeral shroud which summoned us.
Death to the traitor that assassinated Lord Castellian! You shall pay
for killing my liege lord. Assassin! Lord Castellian was the best of men..
You shall die for what you did.
‘Reputation
Probably the most important aspect of your character is his or her rep-
utation with the rest of Tamriel’s factions. Unfortunately, there is no way
for the PC to know the specific reputation score vis-a-vis a particular fac-
tion. That does not mean the PC won't have clues to how he or she stands
with respect to any particular individual or group.
At the beginning of a new Daggerfall game, all factions look dispas-
sionately at the PC as “neither here nor there.” The factions do not much
care one way or the other. This changes rapidly once the PC escapes
from the dank clutches of Privateer’s Hold, the game's starter dungeon,
and encounters Tamriel residents.
From the five major Tamriel groups, through all the group factions,
and hundreds of individuals, reputation plays a large part in how the PC
is viewed and eventually treated. Complicating the equation is that for
40 © 1996 Bethesda Softworks
Daggerfall’s ‘Five Cornerstone’s of Insight 2
every faction with whom the PC has a high reputation, all the natural ene-
mies of that faction tend to dislike the PC.
Reputation is discussed throughout the book because of its constant
impact on the PC. One thing is dead certain, though. Time heals all.
Every two weeks of game time, a PC’s reputation rises a single point
toward zero with everyone in Tamriel’s world. So, your enemy today
could be your friend in a few weeks.
Common sense will tell you what your reputation is with any particu-
lar faction. Float around Tamriel insulting and bullying and killing, and it
doesn't take a rocket scientist to conclude that the PC’s reputation scores
will plummet. Conversely, perform good deeds for others, speak civilly
and graciously, successfully complete quests, and the like, and your repu-
tation scores will soar.
Rest assured that to win the game, the PC needs an excellent reputa-
tion with the major characters- particularly the royal families and other
important game characters. Also, remember that people talk. You might
have done something bad to someone, and if the person you are dealing
with knows about it, your reputation will suffer. In addition, be aware
that there will be some variation from individual to individual, so not
everyone from a faction with which you have a decent reputation will nec-
essarily like you. So you never really know.
Here's an example of how impor-
tant reputation is. This PC tried to get
into the Fighters Guild. ‘\
The Fighters Guild provides strong
arms and sharp blades for any willing to
pay the price. If you want constant action
and a steady flow of gold coin, it’s the guild
for you. It’s far better than some Knightly
order. Did you you know that knights don’t
even get paid? The Fighters Guild has a repu-
tation for not being very picky about its mem-
bers. Nothing could be further from the truth. , A\"
}
ih)
You are the unsavory sort that gives our guild j il \ .
a black eye. Work on that reputation, and pie WY
3 |p
then we can talk about a guild membership. Ly
\ 2?
© 1996 Bethesda Softworks 4)
The Daggerfall Chronicles
5 9
Skills and Advancement
As the Daggerfall Manual points out, experience in fantasy role-play-
ing games, usually garnered by killing monsters and solving puzzles, has
no effect on a character’s level in Daggerfall. Rather, the PC’s primary
skills, when raised directly, affect the PC’s reaching a new level with more
health, fatigue, and magic points.
Each use of a skill is constantly tallied. When the PC rests, the pro-
gram checks for advancement. While resting, the PC is informed of skills.
Concentrate on improving the PC's primary skills. If at least six game
hours have passed since the last skill increase (of any skill), and the tally
exceeds ( modifier * current_skill ), then increment the skill (+1) and
reset the tally to 0.
Training adds 10 to 20 points (randomly) to the tally for that skill.
Training should take three hours of game time. If the skill value is greater
than 50 or the character has trained in the past 12 hours, training is not
performed.
The PC's level is determined by adding together all the primary skills,
the two highest major skills, and the single highest secondary skill. The
PC's starting total of these six skills is saved. The formula looks like this:
( Current total - starting total + 28) / 15
This will determine the character's level. It is evident that the lower
starting skills you have, the higher a level you can rise to.
Minor skills and miscellaneous skills can never rise above 90%.
When a PC reaches a 100 ina skill, he is named Master of that skill.
Once a Master, the PC ceases to advance in level or gain hit points. The
PC's other skills can continue to increase, but never exceed 95. It is possi-
ble that a character will have a skill above 95 at the time he makes Master.
That skill won't be affected.
© 1996 Bethesda Softworks
Daggerfall’s Five Cornerstone’s of Insight
Obviously, the PC should concentrate on those cardinal skills that
could result in a level increase. While other, lesser skills might be impor-
tant at one time or another during the PC’s journeys, never lose sight of
the importance of the major skills.
© 1996 Bethesda Softworks 5
Morrowind
Maar Province
The Paggerfall Chronicles
Castle Daggerfall
Castle Llugwych
Castle Sentinel
Castle Wayrest
Direnni Tower
Lysandus’ Tomb
Orsinium
Scourg Barrow
Shedungent
Woodbourne Hall
e=— rote o0ow >
46 © 1996 Bethesda Softworks
Desert
| Sunny
| Cloudy
Overcast
Fog
Rain
Snow
Thunder
Sunny
Cloudy
Overcast
Fog
Rain
| Snow
Thunder
Sunny
Cloudy
Overcast
Fog
Rain
Snow
Thunder
Sunny
Cloudy
Overcast
| Fog
Rain
Snow
Thunder
© 1996 Bethesda Softworks
75%
15%
0%
5%
5%
0%
2%
Fountains
Sunny
Cloudy
Overcast
Fog
Rain
Snow
Thunder
Sunny
Cloudy
Overcast
Fog
Rain
Snow
Thunder
Sunny
Cloudy
Overcast
Fog
Rain
Snow
Thunder
Sunny
Cloudy
Overcast
Fog
Rain
Snow
Thunder
18%
20%
25%
2%
0%
35%
0%
Sunny
Cloudy
Overcast
Fog
Rain
Snow
Thunder
Tamriel’s Weather by Climate and Season
Subtropical
Sunny
Cloudy
Overcast
Fog
Rain
Snow
Thunder
20%
20%
20%
5%
25%
0%
10%
Exploring Tamriel
Woodlands
Sunny
Cloudy
Overcast
Fog
Rain
Snow
Thunder
25%
15%
20%
5%
0%
25%
0%
Sunny
Cloudy
Overcast
Fog
Rain
Snow
Thunder
Sunny
Cloudy
Overcast
Fog
Rain
Snow
Thunder
Sunny
Cloudy
Overcast
Fog
Rain
Snow
Thunder
Sunny
Cloudy
Overcast
Fog
Rain
Snow
Thunder
Sunny
Cloudy
Overcast
Fog
Rain
Snow
Thunder
Sunny
Cloudy
Overcast
Snow
Thunder
Sunny
Cloudy
Overcast
Fog
Rain
Snow
Thunder
Sunny
Cloudy
Overcast
Fog
Rain
Snow
Thunder
Sunny
Cloudy
Overcast
Fog
Rain
Snow
Thunder
Sunny
Cloudy
Overcast
Fog
Rain
4]
The Daggerfall Chronicles
Travel, Movement, na Fatigue
In Daggerfall, the PC can walk on land or in a dungeon, drive a cart,
sail a boat, teleport through thin air, or swim underwater. There are
advantages and disadvantages, including length of time for travel, the
effects of terrain, and route plotting. Owning a horse, cart, or ship will
greatly reduce the travel times.
The PC’s maximum fatigue is:
( Strength + Endurance ) * 64
run_speed = walk speed * ( 1.25 + (running_skill / 200) )
Action Fatigue Loss
Do nothing 11 points per minute =
22 points per minute
___ 88 points per minute
Swimming 44 points per minute (except Argonians)
“11 points per jump re
Although this observation may be considered unnecessary and patroniz-
ing, think about this before diving into water and swimming. Heavy armor
and items will have a decidedly adverse effect on a PC’s ability to swim well.
Put another way, jump into water with plate mail on and the PC will sink
like a stone and drown.
48 © 1996 Bethesda Softworks
Safe Havens—
Camping/Sleeping/ Resting
Finding a secure place to rest is one of the challenges for the PC in
Daggerfall. Remember, there are a number of places where a PC cannot
rest: outside in the city, in an inn where he has not rented a room, any
place where there are enemies in range, under the influence of certain
spells, and while swimming.
It is important to find such places to heal up health, fatigue, and magic
points. When deep in a dangerous dungeon, such safe havens will let the
PC survive. Even in the very first dungeon, Privateer’s Hold, there are
only a few places for the PC to rest. Once found, keep careful track of
where it is safe, then return often. (Don’t forget to save the game!)
‘Another little trick is using the fast travel to a nearby town, going in the
cautious mode. This will heal the PC up on arrival at the new destination.
The PC recovers one-eighth of his wounds, spell points, and fatigue
while resting per hour. He will still lose fatigue due to normal factors
which will counteract some of the benefits of resting. Note that sorcerers
and other characters who have selected the disadvantage Inability to
Regenerate Spell Points may not recover spell points unless conditions
satisfy the custom requirements.
Unique Dungeon Secrets
Clean Sweeps
Once monster pockets are cleared out, they stay cleared. In fact, as a
complement to the automap, it’s a good idea to keep track of your position
by using the remains of departed monsters as roadmap markers. View
this like the bread crumbs Hansel and Gretel laid down to find their way
home. The same goes for pedestals, ornate statues, draping flags, or other
dungeon features. An added benefit is that, as you clear out sections, you
can rest more easily in those areas.
© 1996 Bethesda Softworks
Exploring Tamriel, :
49
The Daggerfall Chronictes
Progressive Revelation of Dungeons
When outdoors, take a moment to view the Fast Travel Screen. Use
the filters to show only dungeons. At the beginning of the game, the only
dungeons that appear are Privateer’s Hold and a few small graveyards. As
your character gets quests, performs good deeds, moves up in organiza-
tions like guilds and knightly orders, and acquires maps, more dungeons
will be revealed. The 11 story dungeons other than the first dungeon, Pri-
vateer’s Hold, are revealed only if you pursue the Daggerfall storyline.
Levitation
One reason a Battlemage is a great character to play is that he has the _
levitation spell. Daggerfall has lots of lofty and elevated places. When a
PC falls from a great height, death is almost certain. If your character
does not have levitation ability, head for the nearest town and buy a
potion or item that permits levitation.
Types
Dungeon Tupe Encounter
Rat, Skeletal Warrior, Giant Bat, Mummy, Spider, Zombie,
Ghost, Wraith, Vampire, Ancient Vampire, Lich
Orc Stronghold Rat, Giant Bat, Orc, Orc Sergeant, Grizzly Bear, Skeletal
Warrior, Sabretooth Tiger, Giant, Orc Shaman, Spider, Ore
Warlord, Giant Scorpion, Lesser Daedra
Human Stronghold Warrior, Rogue, Rat, Grizzly Bear, Archer, Nightblade, Giant Bat,
Spellsword, Centaur, Knight, Barbarian, Orc Warlord, Wraith,
Orc Shaman, Vampire
Giant Bat, Rat, Bard, Skeletal Warrior, Burglar, Spider,
Nightblade, Barbarian, Thief, Flesh Atronach, Assassin, Zombie,
Iron Atronach, Wraith, Ghost
50 © 1996 Bethesda Softworks
Dungeon Tupe | Encounter |
Desecrated Temple Giant Bat, Imp, Healer, Monk, Sorceror, Skeletal Warrior, Harpy, “4
Mummy, Orc Shaman, Gargoyle, Wraith, Lesser Daedra, Daedra |
Seducer, Frost Daedra, Fire Daedra, Dragonling, Daedra Lord
Rat, Giant Bat, Grizzly Bear, Spider, Skeletal Warrior, i
Nightblade, Orc, Orc Sergeant, Giant, Thief, Giant, Warrior, Ice
Atronach, Iron Atronach, Fire Daedra, Vampire, Ancient Vampire |
Natural Cave Rat, Giant Bat, Grizzly Bear, Sabretooth Tiger, Spider, Orc,
Werewolf, Barbarian, Harpy, Wereboar, Giant, Giant Scorpion,
Orc Shaman, Ghost, Warrior, Monk, Dragonling, Lich
Imp, Giant Bat, Mage, Sorceror, Harpy, Nightblade, Nymph,
Flesh Atronach, Fire Atronach, Iron Atronach, Lesser Daedra,
Spellsword, Daedra Seducer, Fire Daedra, Battlemage, Mage,
Frost Daedra, Daedra Lord
Vampire Haunt Rat, Giant Bat, Spider, Werewolf, Nightblade, Skeletal Warrior,
Ghost, Mummy, Wraith, Vampire, Ancient Vampire
Laboratory Imp, Mage, Sorceror, Battlemage, Zombie, Flesh Atronach, Ice
Atronach, Fire Atronach, Iron Atronach, Gargoyle, Lesser
Daedra, Lich, Ancient Lich
Rat, Warrior, Giant Bat, Harpy, Skeletal Warrior, Spider,
Burglar, Giant Scorpion, Orc Shaman, Nightblade, Rogue,
Vampire, Daedra Seducer, Daedra Lord
Ruined Castle Rat, Giant Bat, Warrior, Orc, Skeletal Warrior, Spider, Orc
Sergeant, Werewolf, Knight, Wereboar, Zombie, Giant, Ghost,
Wraith, Lich, Ancient Lich, Ancient Vampire
Spider Nest Rat, Giant Bat, Spider, Skeletal Warrior, Spriggan, Ranger,
Giant Scorpion, Rogue, Harpy, Thief, Ghost, Mummy, Wraith,
Assassin, Lich
Giant Stronghold Rat, Grizzly Bear, Sabretooth Tiger, Orc, Giant, Ore Sergeant,
Giant Scorpion, Wereboar, Orc Warlord, Orc Shaman, Lesser
Daedra, Fire Daedra, Dragonling, Frost Daedra
The Daggerfall Chronicies
Dungeon Tupe
Barbarian Stronghold
Volcanic caves
Scorpion Nest
Fncounter
Rat, Giant Bat, Centaur, Burglar, Giant Session: Weecwalh:
Knight, Harpy, Spider, Gargoyle, Sorceror, Nymph, Nightblade, _ .
Mage, Vampire, Battlemage, Thief, Ancient Lich, Daedra Lord
Warrior, Barbarian, Rat, Ginnt Bat, Centaur, Rogue, Archer,
Werewolf, Wereboar, Spider, Vampire, Ancient Vampire,
Sorceror, Ancient Lich
Giant Bat, Imp, Sabretooth Tiger, Barbarian, Fire Atronach,
Harpy, Wereboar, Giant, Ghost, Giant Scorpion, Iron Atronach,
Mage, Wraith, Lesser Daedra, Fire Daedra, Daedra Lord,
Ancient Lich
Rat, Giant Bat, Spider, Skeletal Warrior, Giant Scorpion, Thief,
Zombie, Imp, Ghost, Gargoyle, Wraith, Healer, Nightblade,
Daedra Seducer, Lesser Daedra, Daedra Lord
Designs
Tamriel’s dungeons, other than the story dungeons, are not strictly
“dungeons”. As the chart above shows, a great variety of structures and
edifices, classified as dungeons, are scattered throughout Tamriel. However
clever and resourceful the makers of these dungeons were, there was a limit
to their vision and abilities. A lot of this had to do with the lack of raw
materials; the builders wanted the edifices to stand. Some Tamriel locations
simply did not have the resources to create more innovative structures.
What does all this jabber mean? How can this help you navigate easily
and quickly through the non-story dungeons? The simple answer is that
there are only a certain number of designs for these dungeons. After
playing Daggerfall awhile, you'll begin to get feelings of deja vu or
“Haven't I been here before?” Starting to get the idea? Rumor has it that
the actual number of different non-story dungeons does not exceed 60.
With all the questing the PC will be doing, this special piece of counsel
should serve the PC well.
© 1996 Bethesda Softworks
Let's probe the dungeon design features the PC should note, so that
return visits to similar dungeons will be a breeze. Look for large and unusual
features, like a huge, ascending staircase in the entrance anteroom.
Entrances usually have large, ornate flags or other special features, like large
fountains. Concentrate on the flag colors or abnormalities of the features.
Note the patterns of getting to the PC’s goal in the particular dungeon.
Did the PC have to toggle a lever in a certain room? Perhaps the PC had
to jump on an altar to teleport to a distant part of the dungeon. Or, maybe
a chain had to be pulled after jumping into a pit, to activate or disclose a
secret door or other hidden site. Was the dungeon just straightforward
with no tricks, where the PC only had to go ina certain direction to
accomplish the objective? Or, do the same number and type of monsters
guard the dungeon’s goal from the PC?
© 1996 Bethesda Softworks
Exploring Tamriel
a»)
The Daggerfall Chronicles
Secret Portals
No dungeon would be complete without a few secret doors, and
Daggerfall is nothing if not complete. Some secret doors can be spotted
easily, the color pattern of the door is visibly different from the wall.
Others are more difficult, the pattern is the same, but it doesn’t quite
match up with the walls. A few are completely seamless. You cannot
find them at all, no matter how hard you look, unless you look in the
automap. The doorway will be immediately obvious in the automap.
Just move up to it and click on that space.
Stealing for Fon and Profit
Stealing is an instant function. The Daggerfall program presents the
PC with a confirmation screen to avoid costly player mistakes. The base
chance of success is the PC's pickpocket skill. Those without a pickpocket
skill use their level instead.
Then the player must factor in the level of the store or game character
from which an item will be stolen. The higher the level of the store, the
better chance of getting caught. The heavier the items the more likely the
PC will be caught. The more items in a single grab, the more likely the PC
will be caught. Chances never go below 5% or above 95%.
Lesson learned: Unless your PC has a tremendously high pickpocket .
skill, think small! Here’s the formula:
chance_caught = (100 - pick_pocket) + store_level + total_weight + number_items
34 © 1996 Bethesda Softworks
Exploring Tamriel
Daggerfall has no time limit for the completion of the game's story.
However, many encounters in the game will impose specific time limits on
the PC for task completion.
All quests, including the main story quests, have time limits that must
be met. If the PC does not complete the quest within the allotted time, the
quest has simply not been performed. The consequences of failure can be
devastating to a player trying to complete Daggerfall’s story. On the other
hand, despite this dire warning, all givers of either mundane or important
quests usually allow the PC plenty of time.
Probably the most important time limit occurs once
the PC obtains the Totem. From then, the PC has li
just over a year to decide to whom a f
the Totem should be given- if to anyone at
all. Ifno appropriate action is taken A:
within that time limit, the Totem disappears. oN LY,
Frustration and gnashing of teeth, perhaps Ed Lj
eating the game’s CD, will likely follow.
) 1996 Bethesda Softworks Dy)
The Daggerfall Chronicles
56
PC Bookmarks—Dave
Game Dtrategics
When, Where, and How to Save
the Best Games
The normal penalty for PC destruction as a rule can be cured by
restoring a saved game. Like a bookmark, the game lets you save your
place at six different junctures. Use the available number of save game
positions wisely! When you save a game at a certain point, and disaster
later befalls the PC, choose one of your saved games, and pick up where
you left off. This process is called loading a game. Imagine playing Dag-
gerfall for more than 150 hours, and having to start over from the begin-
ning because your character died.
There are other reasons for the “save game” feature, such as times
when, for pure convenience, you may want to save a game at specific
advantageous positions. You might do this after solving a particularly
knotty and difficult puzzle. We assume a Daggerfall player will not play
such a lengthy and complicated type of game to the finish without sleep or
using the CPU for something else. While this can probably be done, it is
not advised. You need your rest!
Best Save Game Triggers
Right Before:
Large monetary outlay for weapons, armor, and items.
Likely experience or skill level rise after next combat or
puzzle solve.
Sleep.
Hot spot.
Taking an action that might severely damage the PC.
Right After:
Solving a major puzzle.
Defeating “hot spot” monsters.
Hot spot.
Finding a Safe Haven.
© 1996 Bethesda Softworks
How to Create Light Billion Saved Games
As mentioned above, Daggerfall gives the player six save game slots,
which may not be enough for you. To the rescue, your friendly, neighbor-
hood operating system. Yes, | am referring to whatever utility you own
which will copy files from one location to another on your hard disk or to
a floppy.
In Daggerfall, all the saved games are in the “Dagger” subdirectory,
labeled “Save 0 —Save5.” Go to one or more of the save game directories.
Simply copy all the files to a floppy disk. That way you can save games
onto floppies to your heart's content. When you want a particular save
location for playing, just copy from the floppy into one of the game’s save
directories.
The SAVENAME.TXT file contains the name of the save game.
If you aren't sure which saved game you moved, just look inside that file.
© 1996 Bethesda Softworks
Exploring Tamriel
TT
© 1996 Bethesda Softworks
., Rand
aggerfall is all about constantly asking
for things, locations, information, quests,
work, and especially rumors.
Except for certain monsters, most everyone in Tamriel’s u
€ is approachabig for were Of tae people do not ¢¢
upon entering a town or city. : you ade t believe us,
etting someone to stop and talk with a PC who has a we
ready. e
BP ditions might make an entire town cota you a.
or a social pariah. Many bel
The Daggerfall Chronicles
The three possible conversation tones also play a part. Taking a tough
stance with a lowly Tamriel denizen might get you somewhere, but don’t
try it with a town guard or royal personage. Heed the tones that work
with the different factions through Tamriel.
Rumors lead to many wonderful things for
the PC. Some rumor samples are:
Artifacts
There are rumors that someone has a clue to the whereabouts of
Auriel’s Shield. Supposedly the shield can make you invulnerable to
fire and magic. Some drunken knight was claiming to have lost the
Warlock’s Ring. Of course, if he really did have that artifact, he
would be a king and not a drunk. I heard an archer say that Auriel’s
Bow was found and then lost again. In the stories, a single arrow
shot from the bow could kill any creature.
There’s a story being whispered about a mad wizard that has the
Necromancer’s Ring. That artifact is just a myth. My brother knows
someone whose sister slept with a man who saw Chrysamere, the
sword of heroes.
Some mad hermit tried to convince me that the Lord’s Mail was real
and not just a legend. | had to kill him to protect myself.
The Mages Guild just executed old [Town Resident] for claiming to
have discovered the long lost location of the Staff of Magnus. Poor
deluded mage.
They say that the Daedra Lords claimed most of the ancient arti-
facts. They only give them to loyal servants.
I've heard it said that the witches can help a person find one of the
lost artifacts of ancient power.
Dark Brotherhood
If you really want revenge, contact the Dark Brotherhood. They are
professional assassins. There is such a thing as an assassins guild,
which calls itself the Dark Brotherhood. They recruit the most cold
blooded killers they can find. The Dark Brotherhood is quite power-
ful in [Current Region]. This assassins guild punishes outsiders that
kill for money.
60 © 1996 Bethesda Softworks
Enlightenment—Fine Art of Conversation and Rumors
New Enemies
Everybody knows that [Faction 2] had a grudge against [Faction
1], but now they’re really going at it. [Faction 1] got the short end of
the stick in some deal. Now they're out to get [Faction 2].
Nations at War
It's just dreadful. [Faction 1] and [Faction 2] are at war! I knew
there were tensions between [Faction 1] and [Faction 2], but I
never thought they would declare war.
Local Crime Waves
Lock your doors at night. Nobody is safe anymore from the crimi-
nals. They just take anything they want. They killed [Town Resi-
dent] in broad daylight. The guards didn’t even do anything. What is
this place coming to?
Inane Rumors:
[Faction Leader Title] is having an affair.
They say we will have new cobblestone streets before the year is out.
[Town Resident] says that the bands on the fuzzy caterpillars pre-
dict a bad winter.
There is supposed to be a new tax announced soon.
Don't go out at night. [Town Resident] saw ghouls lurking in the
alleys.
Representatives of the Empire are expected in [Current Region]
soon.
The weakest link in the Imperial chain is the province of Summurset
Isle.
Books
There are many ways to acquire books throughout Tamriel. Books can
bring special historical insight into why things are happening. Books also
serve as reference works to give the PC insight into acquiring special
combat and magical skills, and specific information on selected topics.
© 1996 Bethesda Softworks 6]
The Daggerfall Chronicles
62
Pick up knowledge on where to find special locations, as well. Remember,
some books are merely parts of an entire set.
Here are excerpts from certain obtainable books to give you an idea of
their immense value in progressing in Daggerfall.
From Confessions of 3 Thief by Anonymous:
I'ma thief. Now, don’t get me wrong. | ain't saying this out of
pride, but I ain’t ashamed of my occupation neither. Thieves got a
perfect right to exist in the Empire. People say we're dishonest. Of
course, those people are usually either merchants or priests, which
really slays me. Sort of the snake calling the worm legless. Rulers like
us. Crime in moderation is good for the economy. The trick is to keep
it at a good, even pace, with a well- timed lull and a minor wave to
keep the fat bottoms from becoming complacent.
Of course, stupid but talented thieves will keep stealing, empty
their pockets, and steal some more. This ain't good for no one. That's
where the guilds come in. A Thieves Guild is what they call a crime
regulator. .We protect each other and punish the clumsy and greedy.
The kings depend on us to keep the amateurs out of business. Yeah,
occasionally a king will come down on us. I've even seen my Thieves
Guildmaster get himself stuck in prison once or twice.
From Ltiquette With Rulers
by Lrustera Ligen:
Because the rules are so complex and the stakes are so high,
many people blanche at the thought of speaking with a titled noble.
For starters, it is important to address them correctly. No one likes
to be misnamed, no one likes to be mistitled. The problem is that in
High Rock, traditions of the peerage differ slightly from region to
region.
The base rules follow: There are eight kingdoms in High Rock in
the following regions: Northpoint, Daggerfall, Shornhelm, Camlorn,
Farrun, Evermore, Wayrest, and Jehanna. If a woman is ruling one
© 1996 Bethesda Softworks
Fnlightenment— fine Art of Conversation and Rumors i
of these areas, she is called the queen. The husband of a queen and
the wife of a king is not necessarily of equal rank — they may not be
kings and queens themselves. Their children are princes and
princesses. Their grandchildren are also princes and princesses.
If a male ruler dies, his wife takes the title dowager queen, provided
there is not a dowager queen already.
Like all rules, there are exceptions. One noted exception took
place recently in Daggerfall, when King Lysandus died. In most
regions, his wife Mynisera would not have become dowager queen
of Daggerfall, because Lysandus’ mother, the widow Nulfaga, still
lived. In Daggerfall, however, it is permissible for there to be two per-
sons with the same title. Thus, both Nulfaga and Mynisera have the
title dowager queen.
From An Overview of Gods and Worship
by Brother Hetchfeld:
In Tamriel, Gods are commonly viewed by the evidence of their
interest in worldly matters. A central belief in the active participation
of deities in mundane matters can be challenged by the evidence of
apathy on the part of Gods during times of plague or famine. From
intervention in legendary quests to manifestations in common daily
life, no pattern for the Gods of Tamriel activities is readily apparent.
The concerns of Gods in many ways may seem unrelated to the
daily trials of the mortal realm. The exceptions do exist, however.
Many historical records and legends point to the direct intervention of
one or more gods at times of great need. Many heroic tales recount
blessings of the divinity bestowed upon heroic figures who worked or
quested for the good of a deity or the deity’s temple.
Some of the more powerful artifacts in the known world were
originally bestowed upon their owners through such reward. It also
has been reported that priests of high ranking in their temples may
on occasion call upon their deity for blessings or help in time of
need. The exact nature of such contact, and the blessings bestowed,
is given to much speculation. The temples hold such associations
secret and holy.
© 1996 Bethesda Softworks 65
The Daggerfall Chron
64
icles
Letters and Patience
Much of what happens in Daggerfall is triggered by the PC’s receipt of
letters from important personages. Letters can only be received when the
PC is located in a town or city. If you rove the countryside or delve into
dungeons for weeks on end, you might be too late to perform some impor-
tant task or quest provoked by an unanswered letter. Worse yet, your
tardiness in receiving a letter might decrease your reputation so much
with a particular character, that it will take months to return reputation
to an acceptable level.
Whether patience is a virtue as the proverb says, or merely a conve-
nience, the PC must exhibit this trait. Many key events in Daggerfall
occur only after the passage of time. For example, when the PC escapes
from Privateer’s Hold, the dungeon where the game begins, at least
two weeks must pass before he receives an important letter from Lady
Brisienna, representative of the Empire. This letter begins the fascinating
Daggerfall plot.
Dialogues
Daggerfall is full of meaningful dialogue. From conversations on the
streets of cities, to passages in books, to letters, to signposts, the game
blitzes the player with a wealth of written and oral dialogues. To get a
flavor of what the player should expect, some tasty morsels include:
) The people of [any town] are very glad to have [another town] as a
new ally. I don’t like [the other town], but it’s better to have it as an
ally than as an enemy.
) Rusty relics lie wherever they were last tossed. All the wares show
the cracks and chips of shoddy workmanship. A mouse scampers
over your feet before burrowing into a nearby sack.
© 1996 Bethesda Softworks
()
)
SS
Enlightenment— fine Art of Conversation and Rumors
Congratulations! You have purchased a lovely home here in [any
town].
We're not summoning this day. It might be a worthwhile use of
your time to check in the library at the guild. There are a number
of books about daedric summonings, including the dates appropri-
ate for summoning.
We can only accept members with a certain extant skill in at least
one of the magical sciences.
I am sad to say that you are ineligible to join the guild.
Unfortunately, you arrive with a less than sterling reputation,
young [PC]. You might consider improving that and returning.
[PC], you have been a disappointment to us lately. You are
hereby ineligible to receive any benefits available as a member.
Perhaps you will come within the fold again, but for now, you
are anathema.
You no longer have rights here, [PC]. The elders have decided
to expel you. I’m afraid you have not made enough connections
to save your reputation. You are henceforth expelled, [PC]. All
honors and rights are forfeit, [PC]. You have been expelled.
A mage’s apprentice was telling me that there are powerful beings
called daedras living in a place called Oblivion. They can grant a
man powerful magical items called artifacts. I’m sure it’s just a
story. Be good to your fellow man, or the daedras will take you
away to Oblivion. Daedras can actually be summoned. I hear the
witches and Mages Guild do it all the time. Only the temples can
summon daedras safely. The priests can force them to reveal the
secret location of powerful artifacts.
A huge bat flaps slowly overhead. A wolf howls, not far away. The
air is still and oppressive.
© 1996 Bethesda Softworks 65
The Daggerfall Chronicles
66
<—S>
Oo
>
You step over a half-eaten carcass. Harpy feathers are everywhere.
You almost gag on a foul stench.
Congratulations, [PC]. You have been promoted to the rank of
[New Rank], with all the rights and honors that accompany it.
Remember, we do not rest on previous accomplishments in the
Brotherhood.
You will find that for the next few days Julianos has blessed your
intelligence.
You will find that for the next few days Dibella has blessed your
luck.
Any temple dedicated to the Goddess of Beauty is called a House
of Dibella. The priests and priestesses within are epicureans who
aspire for beauty of the form and mind.
Greetings, friend [PC]. Tonight we summon [daedra to be Sum-
moned] from the pit of Oblivion. We usually ask for gold, but for
allies like you, the service is without charge. Shall I proceed? Ah,
my friend. Tonight we reach to the chasm of Oblivion to bring that
foul spirit, the daedra regent ___ into the Mundus. A favor to you.
Shall I continue?
Awright, kid, now lissen, I ain’t gonna repeat myself. Since you're
one of us now, just a [PC’s Guild Level], but still, I’ll tell you where
a local dungeon is. You might wanna use it to supplement yer
stash. Lemme mark it on yer map. There it is, [Dungeon Name].
Now don’t say I ain’t never done anything for ya.
On this day, by near unanimous vote of Archmagister and Council,
your title within the guild is [Guild Level]. You are considered to
be responsible and trustworthy enough to have rights to the daedra
summoning chamber. I don’t need to tell you that summoning a
daedra is an act to be performed only after serious consideration.
If the need, in your opinion, merits a summoning, the Guild Sum-
moner will aid you. Naturally, daedra lords may only be sum-
moned on particular days for the safety of the guild as a whole. It is
a grave privilege, [PC], of which the guild finds you worthy.
© 1996 Bethesda Softworks
Enlightenment— fine Art of Conversation and Rumors
() The Day of Lights is celebrated as a holy day by most villages in
Hammerfell on the Iliac Bay. It is a prayer for a good farming and
fishing year, and is taken very seriously.
od
All along the seaside of Hammerfell, no one leaves their houses on
the Day of Shame. It is said that the Crimson Ship, a vessel filled
with victims of the Knahaten Plague who were refused refuge
hundreds of years ago, will return on this day.
) 1996 Bethesda Softworks 67
| Month, Day
| Morning Star, |
Morning Star, 2
Morning Star, 12
Holy
New Life
Scour Day
Ovank’a
Morning Star, 15
S. Winds Prayer
Morning Star, 16
Morning Star, 18
Suns Dawn, 2
Day of Lights
Cleaning after the big
parties is a big party
Prayer to Stendarr for a
merciful year
Prayer for a good year
Suns Dawn, 5
© 1996 Bethesda Softworks
Celebration to wake the
Gods of Nature
Foolishness of
Sheogorath in HR
Day Othrok took Castle
Wightmoor
Day Dirennis defeated
the Alessian army
Aew Holidays According to Region
| Holy
pow eet
_| Suns Dawn, 27 4] Perseverance Day Resistance to the |
c Camoran Usurper
| Suns Dawn, 28 Aduros Nau Sex and fun
‘ in the Jungle
|| First Seed, 7 Ist Planting
oO
H
Se
Waiting to see if the
dragon will come
First Seed, 9 Day of Waiting
First Seed, 26 Festival of Blades Ha
| Rains Hand, 13 Day of the Dead Sc
General merrymaking in |
High Rock |
Celebration of the defeat |
of the giant goblins
Festival of Flowers
Dead are rumored
to rise
. Cee
Sc Crimson Ship reputed to |
return to seek revenge
Ha
Dirge for morality in
Skeffington Wood
Fireworks in Northmoor
Celebration of the Way
of the Fish in the bay
Ha
Se Special Events
eu assy +
ew Holidays According to Region
| Month, Day Region| Holiday Happy, Scary,
| Holy
| Mid Year, 1 a4 Drigh R’Zimb Ha Salute to the Sun in
| Abibon-Gora
ee ee ee
| Mi 24 35 Ha Party for birth of Tiber |
Septim in Alcaire
ourning for the death |
of Divad in Antiphyllos
Ha Hottest time of Year
a
Maiden Katrica H For the Maiden Warrior
who saved Ayasofya
Day of thanksgiving for
the harvest
Ha Party for the harvest
Day of thanksgiving for
the harvest
Ha Day of thanksgiving for |
the harvest La
Sc
Ho
z
f
ie)
iE
Merchants Festival
ivad Etep’t
uns Height, 10 All
56
| Suns Height, 12
Al
—
| Suns Height, 20
| Suns Height, 29
ie! Go 5
iery Night
| Last Seed, 2
Last Seed, 11
oomu Alazer’i
| Last Seed, 14 Feast of the Tiger
Appreciation Day
,
arvests End
| Last Seed, 27
Hearth Fire, 3 All Tales and Tallows
Admission of the finest
into the priesthoods 7
Admission of the finest
into the priesthoods
6
al
Bae
:
| M1_| Feast ofthe Tiger
. 3
| “A
a ©
= cs
£ 4
Ee
qi
z
:
a — a. a
.
wale
Aew VHolidavs According to Region
Month, Day Region| Holiday Happy, Scary, | Notes |
| Holy
Hearth Fire, 12 Riglametha Celebration for eke s
j ee
Hearth | Hearth Fire, 19 19 | Children’s Day s | Children’s Day | Celebration of youth of | Celebration of youth
ae Frost Fall, 5 ae Tereur Frandar Hunding
= Memorial
| Frost Fall, 13 Witches Festival
Frost Fall, 23
| Frost Fall, 30
| Suns Dusk, 3
Broken Diamonds
Death of Kintyra II,
Empress of Tamriel
mperors Day
erpent’s Dance
E
Z
a
ee
a
i=]
&
Moon Party in
Glenumbra Moors
Eeans Dusk, 18
Suns Dusk, 20
arriors Festival
~ | Suns Dusk, 8 == Moon Festival
All orth Winds Prayer
>
3
S
=
-e
o
a
co
°
Laur)
the Last Year
Priests bless the coming
year in Kairou
| Evening Star, 25 24 Raucous merrymaking in
Wayrest
Hel Anseilak Communion with Sword
Saints in Pothago
oe con 30 Old Life Festival
Lycanthropy
When a PC is hit by a werewolf or wereboar, there is a 0.6% chance
per hit that he will be afflicted with lycanthropy. Unless something is
done, the PC will become a werewolf or a wereboar in three days time.
The PC is given a hint about his fate in the form of a nightmare on the
first night after the bite. On the third night when the PC sleeps, he
becomes a lycanthrope. Thereafter, whenever the full moon comes out,
the PCis unable to use any equipment for the course of the night. The
change in condition is listed below:
Fffects
i
The PC gains 40 pts in STR, END, AGI, and SPD (to a maximum
of 100).
2. The PC gains 30 pts in the following skills: Jrenpion: Swimming,
Climbing, Running, Critical Striking, Stealth, Hand to Hand.
3. The face on the character sheet turns to the visage of either a were-
wolf or a wereboar.
4. The body on the character sheet becomes a werewolf or wereboar.
5. A new spell is added to the character's spellbook: lycanthropy. The
PC may cast this spell once a day, and turn the PC into a wereboar
or werewolf.
6. While a lycanthrope, the PC may not use any spells or weapons.
7. All guild affiliations disappear and the PC’s reputation drops to
-100 with all but only while the PC is in lycanthrope form.
8. The PC inflicts damage equivalent to a werewolf.
9. Silver weapons or better are needed to hit the PC.
While the PC is a lycanthrope, he will turn into a werewolf or a were-
boar every night during the full moon. He may, of course, always bring
on the change by casting the lycanthropy spell.
© 1996 Bethesda Softworks ou
The Daggerfall Chronicles
it
Care
There are those in Tamriel that hunt werebeasts. They will hunt you
should you become one. However, every once in a great while, you will be
offered a chance at redemption. A letter will arrive, proposing a quest. If
you complete it, you will be cured.
Wampirism
Unless the PC is suitably protected, there is a 0.6% chance per suc-
cessful hit a vampire scores on him, that the PC will contract vampirism.
Such an afflicted character will become a vampire three nights after this
infliction unless precautions are taken.
The PC receives a hint that he is inflicted during a prophetic night-
mare which he gets on the first night of his affliction.
On the third day, when the PC sleeps, he awakens in a mausoleum
two weeks later with all of his equipment (the religion of the time being
Egyptian in its belief that people
should be buried with items pre-
cious to them).
© 1996 Bethesda Softworks
Special Zvents —
Effects
All attributes are increased 20 pts (to a maximum of 100), except
INT.
2. The spells etherealness, levitate, charm mortal, and calm humanoid
appear in the PC’s spellbook, even if the PC has them already.
These spells can be cast an unlimited number of times a day,
requiring fewer spellpoints than normal. Any other spell costs the
normal number of spellpoints.
3. The PC gains a 30- point increase in the skills Jumping, Running,
Stealth, Critical Striking, Climbing and Hand to Hand (with obvi-
ously no corresponding level increase).
The PC is made immune to disease and paralysis.
Any diseases or conditions on the character's health are gone.
All the PC’s guild affiliations and titles are removed.
The PC suffers damage from being outside during the day.
The PC suffers damage from being in a holy place.
Se ot Sy es es
. Additionally, when the PC becomes a vampire, his clan is based on
the region where he was afflicted and the following special advan-
tages/weaknesses are added:
Vraseth PC gets an additional spell: Nimbleness
Khulari | PC gets an additional spell: Paralysis
Montalion PC gets an additional spell: Free Action
Thrafey PC gets an additional spell: Heal
Anthotis PC gets an additional + 20 bonus to INT
Garlythi PC gets an additional spell: Shield
Selenu PC gets two additional spells: Resist Cold, Resist
Fire and Resist Shock
Lysrezi | PC gets two additional spells: Silence, Invisibility
Haarvenu PC gets an additional spell: Ice Storm and/or
Wildfire
© 1996 Bethesda Softworks : Tuyo
The Daggerfall Chronicles :
Cure
Research on the subject will reveal a couple of methods for curing a
vampire. But only one way is true. Once a year the PC will be
approached by vampire hunters and offered a quest for this purpose.
Vampire hunters are rarely successful. However, this is no reason for a
vampire to get careless. On rare occasions they have resorted to offering
cures rather than the more dangerous confrontations. If you accept the
quest, it will eventually lead to a cure.
76 © 1996 Bethesda Softworks
Special Events
Dacdric Summonings
There are several places where daedra can be summoned: Mages
Guild’s Summoning Rooms, witches covens, certain temples, the Dark
Brotherhood, and specific castles.
NI ESD Bes PS en AS Lea RS SNe Rah a
Clavicus Vile Ist of Morning Star Masque of Clavicus Vile
Mehrunes Dagon 20th of Sun’s Dusk Mehrunes Razor
20th of Evening Star Mace of Molag Bal
Hircine* 5th of Mid Year Hircine Shield
16th of Sun’s Dawn Sanguine Rose
9th of Rain’s Hand Spellbreaker
Malacath 8th of Frost Fall Volendrung
Hermaeus Mora 5th of First Seed Oghma Infinium
Sheogorath 2nd of Sun’s Dawn Wabbajack
Beothiah 2nd of Sun’s Dusk Ebony Mail
Namira 9th of Second Seed Ring of Namira
Meridia 13th of Morning Star Ring of Khajiit
Vaernima 10th of Sun’s Height Skull of Corruption
Nocturnal 3rd of Hearth’s Fire Skeleton Key
Mephala 13th of Frost Fall Ebony Blade
Azura 21st of First Seed Azura’s Star
© 1996 Bethesda Softworks U
Wnaligned Artifacts
Auriel’s Shield
Warlock’s Ring
Auriel’s Bow
Necromancer’s Amulet
Chrysamere
Lord’s Mail
Staff of Magnus
General summoning is only done by witches, the Mage’s Guild, and at
temples. No other group, including the Dark Brotherhood, Baron Dwyn-
nen, the Duchess of Pothago, or the Marquis of Ephesus, can summon a
daedra for the PC.
In the Mages Guild, there is a single NPC capable of spawning a dae-
dra summoning. In the covens, there is a single NPC capable of spawning
a daedra summoning.
When a valid flat is clicked, the PC is offered a choice of dialog, dae-
dra summoning, or quest. If daedra summoning is selected in the Mages
Guild or a temple, they will only perform the summoning if it is the cor-
rect day.
If daedra summoning is selected in a witch's coven, randomly select
which daedra is being summoned that evening (exclude Hircine who is
only summoned by the Glenmoril Wyrd Witches). This will remain static
for the whole day if the PC clicks on the flat again. If this is the coven of
the witches of Glenmoril Wyrd, force the daedra to be Hircine.
pc_reputation = his reputation with the guild, the temple, or the witches
witches_summoning_price = 100,000 + ( (100 - pc_reputation) * 1000)
chance_appearing = (30% + pc_reputation + special_day) max 95%
if die_roll >95, then Sheogorath appears instead
special_day = 0, or 30% if the particular day of that Daedra
If the daedra does not appear, the money is forfeit.
a
© 1996 Bethesda Softworks
Special Zvents
If the daedra appears, and the PC has never accepted a quest from
that daedra before, a monster will be dropped in the PC's lap, and trig-
gered to go away after three game hours. Otherwise, if the daedra
appears, the appropriate daedric quest will begin.
Dacdric Punishment Hionsters
Fire Daedra
Frost Daedra
Lesser Daedra
Daedra Seducer
Daedra Lord
ST ne en NLL ee
% BN Pe ee cas
~-Hlages Guild Bacita Summoning dfomacon
Daedra Summo.
Clavious Vile Ist of Morning Star
_ Mehrunes Dagon 20th of Sun’s Dusk
Molag Bal 20th of Evening Star
- Hircine! 5th of Mid Year
Sanguine 16th of Sun’s Dawn
Peiyite 9th of Rain’s Hand
- Malacath 8th of Frost Fall
Hermaeus Mora 5th of First Seed
Sheogorath 2nd of Sun’s Dawn
! Hircine cannot be summoned by any but by the Witches of Glenmoril Wyrd.
No one will even attempt to summon him but them.
© 1996 Bethesda Softworks 79
The Paggerfall Chronictes
Mages Guild Dacda Summoning Information
Daten Summoning Day Weather Tipe
Boethiah 2nd of Suns Dusk
Rain
pee
Any
Azura 21st of First Seed
The odds that the daedra in question will respond on that day are a
base of 30%. If the particular weather type the daedra likes exists, the
odds are increased by 10%. The PC's reputation modifies these odds,
appropriately (a reputation of -3 with Vaernima will lower the chance of a
summoning by three). There is always a base 5% chance that Sheogorath
will appear instead of the daedra being summoned. These odds increase to
15% on any stormy night.
Witches Covens Dacdea To Be Summoned
Which daedra a particular coven is trying to call on any one night is
determined at random.
. Clavicus Vile
Mehrunes Dagon
Molag Bal
. Sanguine
Peryite
. Malacath
80 © 1996 Bethesda Softworks
Special Events
7. Hermaeus Mora
8. Sheogorath
9. Boethiah
10. Namira
11. Meridia
12. Vaernima
13. Nocturnal
14. Mephala
15. Azura
The big difference between a coven summoning and a guild summon-
ing is that if a guild summoning fails, nothing happens. If a coven sum-
moning fails, roll off the daedric random encounter table above to see
what appears instead. Something always does.
© 1996 Bethesda Softworks 8)
Siwilfzacion
Builds, Cemples of the Godse
: Boddeases, and Orders
nlike Arena, Daggerfall doesn’t let the P
just walk up to a guild or temple and be
the darling of the members. No more fa’
ing and bestowing every conceivable ser
1d goods (for a price) on the PC. The PC must work
$ way up in the guild or temple, which can be an entire
ame in and of itself. Forget access to the néw Item an
ces. ‘The a is not ie any ee fai the PC, @
1g something | for the rae T here i is a 50% chi
©1996 Bethesda Softworks Sn v
85
The Paggerfall Chronictes
Advancement
The PC must have a minimum level in two of the guild’s primary
skills, and a minimum reputation. He must wait at least a month
between ranks. Performing a successful guild quest adds five points
to his reputation with that guild. Each month, the reputation normal-
izes one point (moves closer to zero).
Hlinimum Hlinimum Hlinimum 2nd
Rank Reputation Highest Skill Pighest Skill
o
0
WOlOINIPaI al Ri i ayw] =
Mages Guild
Guild skills:
destruction, restoration, illusion, alteration, thaumaturgy, mysticism
Training in:
destruction, restoration, illusion, alteration, thaumaturgy, mysti-
cism, daedric, dragon, orcish, harpy, spriggan, impish
84 © 1996 Bethesda Softworks
Civilization
Identify magic items open to all, at (10 - rank) / 10 * normal-price
Anyone, member or not, can buy new, prebuilt spells
Quests, open to all
| Mages Guild
nk Title Reward
2 0 Apprentice Access to the SpellMaker
x Z Evoker
3 Conjuror Buy and sell magic items
4 Magician
5 Enchanter "Access to the ItemMaker
6 Warlock Access to the daedra summoning room
7 Wizard
8 Master Wizard Access to the teleportation chamber
9 Archmage
Ranks in the Mages Guild
Ranks are given according to seniority and power. All new
initiates are considered apprentices, regardless of actual level.
One must keep a new rank for at least 28 days, before advancing
to the next level, again regardless of ability and reputation.
If the PC’s reputation drops below the minimum guild reputation
level for someone of his rank, he will be demoted and informed
of his new status upon arriving at the guild. If his reputation
drops below zero, he will be ejected from the guild.
© 1996 Bethesda Softworks 8y
The Daggerfall Chronicles
_ Fights Gull
Rank Title
Protector
Defender
Ww] be
|
on
Warder
Champion
i.)
E
:
Warrior
F
| Guild skills:
blunt weapon, axe, archery, short blade, long blade, giantish,
orcish
Training in:
blunt weapon, axe, archery, short blade, long blade, giantish,
orcish, critical strike, swimming, running, jumping
Weapon and armor repairs at (10 - rank) / 10 * normal-cost
Gold rewards for guild quests are more lucrative, default_reward *
(10 + rank) / 10
86 © 1996 Bethesda Softworks
Civilization
Thieves Guild
| Rank Title Reward |
1
hs 2
Journeyman
Filcher
Buy and sell stolen items for 50% of
normal price. Tagged as stolen, the thief
may get caught if tries to sell it. (shelves)
Access to spymaster (100% chance of
pss any rumor)
i 7 Ringleader :
Joining the Thieves Guild
Whenever the PC steals (picks a pocket or steals from a store) in
town, or enters a building that he does not have privilege for,
record the date and increment a counter. When the counter gets to
10 or above, the Thieves Guild will offer the PC membership.
Three days after the triggering theft or break in, spawn the Thieves
Guild joining the guild quest.
Guild skills:
lockpicking, pickpocket, streetwise, stealth, climbing, backstab,
short blade
© 1996 Bethesda Softworks 87
The Daggerfall Chronictes
Training in:
lockpicking, pickpocket, streetwise, stealth, climbing, backstab,
short blade, disguise, swimming, dodging, blunt weapon, jumping
(rank +1) chance out of 20 of bribing a judge (no jail time) for
theft crimes only
Training, members only
Quests, members only
Dark Brotherhood
Sell potions
Access to the PotionMaker
Executioner
Punisher Buy and sell soulgems
Terminator
Assassin Access to the spymaster (100% chance | |
of any rumor) |
Dark Brother
Master Assassin
Dark Brotherhood
Joining the Dark Brotherhood
Whenever the PC kills a person in town, including a guardsman,
record the date, and adjust a counter. Add five for a person, and
one for a guardsman. When the counter gets to 15 or higher, the
88 © 1996 Bethesda Softworks
Civilization
Dark Brotherhood will offer the PC membership. Three days after
the triggering murder, spawn the Dark Brotherhood joining the
guild quest. It begins with a letter, telling him where to find the
guild headquarters.
Guild skills:
short blade, archery, backstab, streetwise, disguise, stealth, climb-
ing, destruction, daedric, critical strike
Training in:
short blade, archery, backstab, streetwise, disguise, stealth, climb-
ing, destruction, daedric, critical strike, swimming, dodging, run-
ning, backstab
(rank + 1) chance out of 20 of bribing a judge (no jail time) for
murder
Each rank, reveal one graveyard on the region map
Training, members only
Quests, members only
5 1996 Bethesda Softworks 89
The Paggerfall Chronicles
Arkay Temple
Reward
Cures cost (10 - rank) /10 ° default price}
Heal all wounds, no cost (automatic
when talk to any member)
Initiate Sell potions
Acolyte
Adept
Curate Access to the PotionMaker
Buy and sell soulgems
Disciple
Brother
Diviner
Guild skills:
destruction, restoration, medical, axe, short blade, backstab,
daedric
Training in:
destruction, restoration, medical, axe, short blade, backstab,
daedric, critical strike, climbing
go © 1996 Bethesda Softworks
Civilization
Senithar Temple
Donations from members increase
current_rep by 2
Acolyte Heal all wounds, no cost (automatic
when talk to any member)
4 3 Adept
‘ _ Buy and sell soulgems
|
Fenithar
Guild skills:
streetwise, mercantile, orcish, harpy, giantish, spriggan, centau-
rian, daedric, thaumaturgy, blunt weapon, pickpocket
Training in:
streetwise, mercantile, elvish, harpy, giantish, spriggan, centaurian,
daedric, thaumaturgy, blunt weapon, pickpocket, etiquette
Can buy a blessing of Mercantile skill + (rank + 2)
© 1996 Bethesda Softworks q)
The Paggerfall Chronicies
Mara Temple
Title Reward
Novice Add Rank to reaction roll by
opposite gender
1 Initiate Heal all wounds, no cost (automatic
when talk to any member)
2 Acolyte Sell potions
3 Adept
4 Curate
5 Disciple Access to the PotionMaker
ree Diviner : Daedric Summoning
Guild skills:
medical, streetwise, etiquette, illusion, restoration, archery, critical
strike, nymph, harpy, daedric
Training in:
medical, streetwise, etiquette, illusion, restoration, archery, critical
strike, nymph, harpy, daedric
Can buy a blessing of Personality + (rank +2)
pd © 1996 Bethesda Softworks
Civilization
oe ne aba Comply | |
Rank Title Reward
0 Novice Fast travel time = (95 - rank) / 100 *
travel_time,
1 Initiate Heal all wounds, no cost (automatic
when talk to any member)
2 Acolyte
4 Curate Sell potions
6 Brother
7 Diviner Daedric Summoning
Master
\o
Patriarch
Akatosh
Guild skills:
destruction, alteration, long blade, daedric, dragon, stealth,
running
Training in:
destruction, alteration, long blade, daedric, dragon, stealth,
running, archery, swimming
Can buy a blessing of Speed + (rank +2)
© 1996 Bethesda Softworks g3
The Paggerfall Chronicies
Julianos Temple
Rank Title Reward
1
2 Acolyte Heal all wounds, no cost (automatic
when talk to any member)
Adept Sell magical items
Curate 3
Disciple Access to the ItemMaker
Brother Daedric Summoning
Diviner - Daedric Summoning
Master
Patriarch
Nea Sulianos
Guild skills:
thaumaturgy, mysticism, alteration, short blade, impish, daedric,
lockpicking
Training in:
thaumaturgy, mysticism, alteration, short blade, impish, daedric,
lockpicking, critical strike, mercantile
Can buy a blessing of Intelligence + (rank + 2)
gt © 1996 Bethesda Softworks
Civilization
Dibella Temple
RRank Title Reward
2
Acolyte Heal all wounds, no cost (automatic
when talk to any member)
Curate Buy and sell soulgems
Disciple Access to the PotionMaker
Brother
Diviner ‘Daedric Summoning
Master
Patriarch
*
Guild skills:
etiquette, illusion, restoration, long blade, lock picking, orcish,
nymph, daedric
Training in: |
etiquette, illusion, restoration, long blade, lock picking, orcish,
nymph, daedric, streetwise, harpy
Can buy a blessing of Luck + (rank + 2)
© 1996 Bethesda Softworks gs
The Daggerfall Chronicles
atendarr Temple
Rank Title Reward
Novice Healing all wounds, no cost (automatic
when talk to any member)
(2 * rank) out of 100 chance that when
killed (not by drowning), the PC actually
survives albeit in a temporarily
weakened state.
i
Initiate
to
Acolyte Sell potions
Adept
|
Curate
Disciple Access to the PotionMaker
Or
Dn
Brother
NI
Diviner Daedric Summoning
Master
(o.<)
wo
Patriarch
Stendart
Guild skills:
medical, restoration, blunt weapon, axe, dodging, critical strike,
daedric
Training in:
medical, restoration, blunt weapon, axe, dodging, critical strike,
daedric,orcish, spriggan
Can buy a blessing of Legal rep + (rank + 2)
g6 © 1996 Bethesda Softworks
Civilization
Aunareth Temple
Breath meter runs (Rank + 10) / 10 longer
Heal all wounds, no cost (automatic
when talk to any member)
Brother Access to SpellMaker
.
Guild skills:
EE
jumping, running, dodging, archery, harpy, dragon, destruction,
illusion,climbing, stealth, daedric
: Training in:
jumping, running, dodging, archery, harpy, dragon, destruction,
illusion, climbing, stealth, daedric
Can buy a blessing of Endurance + (rank + 2)
As shown above certain gods patronize certain regions. For each sta-
_ tus level a PC has in that temple, there is a +1 bonus to his reputation with
all people in that region.
© 1996 Bethesda Softworks Q/
The Daggerfall Chronicles
nightly Orders
eis Title Reward ’
0 No charge for staying at an inn in any q
region where that order is present
One free piece of non-magical armor per —
rank, starting at this rank. Pick three to _
six random pieces, all of the same metal. —
Metal type is based upon rank (2=silver, —
3=elven, 4=dwarven, 5=mithril, |
6=adamantium, 7=ebony, 8=orcish,
9=daedric)
Chevalier
Keeper No charge for staying at any inn
Knight Brother
Commander No charge for travel by ship
Marshal
Seneschal
Paladin Free house in a region where that order
is present
Knightly Orders
Guild skills:
long blade, archery, critical strike, etiquette, medical, giantish,
dragon
No pay for guild quests, open to all (penalty built into
the quests)
No training (penalty)
gg © 1996 Bethesda Softworks
Here are a few of the better known knightly orders of the Iliac Bay
region, with some details about how they differ.
Knights of City-States
Daggerfall (Knights of The Dragon)
Protectors and warriors for the city and the royal family of Dag-
gerfall. The knights are lead by Lord Bridwell, who is intensely
devoted to the royal family. But Mobar, his second-in-command,
questions the royal family’s honor and is considering leading a
revolt against them.
Sentinel (Knights of The Moon)
Protectors and warriors for the city and royal family of Sentinel.
Their recent defeat at the hands of Daggerfall meant a change in
their hierarchy. They are a fairly new and informal group. Their
official leader is Vhosek, but he is usually too busy with affairs at
the palace to give them much notice. K’avar, the warlord, involves
himself in their affairs when his own knights are elsewhere. Their
unofficial leader is Ulfahn, a sergeant in their ranks with a lot of
charisma.
Sentinel (Knights of the Candle):
Personal retinue of K’avar, warlord of Sentinel. They act more like
spies than knights. They even have several different uniforms so
they can go into combat incognito if K’avar tells them to.
Wayrest (Knights of The White Rose)
Protectors and warriors for the city and royal family of Wayrest.
The Knights are rather divided right now- some supportive of any
action of the king, others furious about the possible prospect of a
Dark Elf heir. Many are upset at the foundation of Orsinium and
the displacement of the peasantry from the foot of the Wrothgarian
Mountains, others believe the right place for the knights in times of
trouble is at the king’s right-hand. Lord Woodborne and Lord
Darkworth are both members of the Knights of the White Rose.
© 1996 Bethesda Softworks
Civilization “i
The Daggerfall Chronicles
100
Knights of Towns
Anticlere (Knights of the Flame)
Protectors and warriors for the town and royal family of Anticlere.
They are sworn to guard the Flytes, though they are curious why
they are not permitted to stop highwaymen outside the Anticlere
limits, but to keep their activities to the palace and town of Anti-
clere. Several of the better-looking, dimmer knights are personal
guards of Lady Flyte, and enjoy great privileges. Everyone is
pretty loyal and dedicated, as grateful as they are to the Flytes for
rescuing the town formerly known as Reich Gradkeep.
Lainlyn (Knights of the Horn)
Protectors and warriors for the town and royal family of Lainlyn.
The lord of the town is a bit of a tyrannical bully, and so are the
knights. .
A lot of their time is spent intimidating peasants for tax money and
trading jokes about Lord Kain’s men- the Knights of the True
Horn, who are still gathering steam in High Rock.
Glenpoint (Knights of the Owl)
Protectors and warriors for the town and royal family of Glen-
point.
Dwynnen (Knights of the Raven)
Protectors and warriors for the town and royal family of Dwyn-
nen.
Avibon-Gora (Knights of the Wheel)
Protectors and warriors for the town and royal family of Avibon-
Gora.
© 1996 Bethesda Softworks
Civilization
Totambu (Knights of the Scarab)
Protectors and warriors for the town and royal family of Totambu.
Santaki (Knights of the Hawk)
Protectors and warriors for the town and royal family of Santaki.
Knights of Nobles
Lord Kain (Knights of the True Horn)
Followers of Lord Kain, pretender to the throne of Lainlyn. They
have no permanent home now and are not taking any more
knights, though they are happy to employ mercenaries. Some of
them realize that they will never win in their lifetimes, but their
children may take up the fight.
Lord Plessington (Knights of the Cup)
Protectors of the Plessington clan. Not a very powerful or large
group, but very eager to help in all the affairs of High Rock. Pless-
~ ington likes to send his knights off for no greater purpose than
to right a wrong, and come back with lots of interesting stories.
Knights of Guilds
Mages Guild (Knights of the Lamp)
These are primarily non-spellcasting knights, in charge of protect-
ing the guild and representatives of the guild in dangerous territo-
ries. The knights travel to and from the various Mages Guilds
around the Iliac Bay as needed, and they are granted privilege lev-
els that correspond with members of the guild.
Temples (Knights of the <God Symbol>)
These knights are given the same privileges as members of ‘
certain temples.
© 1996 Bethesda Softworks 10)
The Daggerfall Chronictes
Other Interesting Places
Courts
Crime and Punishment
3f the JIC does any one of the following: Subtract from Legal Reputation
Breaking and Entering: Attempts to break into a house 10
during daytime and is seen, whether he succeeds or fails
in his lockpicking.
Trespassing: Trespasses (goes into an area where he does
not have the privilege to be) and is seen. ;
Breaking and Entering: Leaves a place where he has been
trespassing and is spotted. :
Assault: Attacks someone during daytime and is seen
before the person has been killed.
Criminal Mischief: Consorts with a member of the
‘underworld and is seen by a law official.
oe Banks
Banks charge interest at a one-time 10% percent rate. Thus, if you
borrow 1,000 gold pieces, you will be required to pay back 1,100 gold
pieces at the end of the loan period- which is always one year. The PC can
never borrow more than 50,000 gold pieces per level.
A letter of credit is basically the same as money. You can deposit these
at no charge, and if you wish to have one made out you can do so at a cost
of AMOUNT / 100 +1.
102 © 1996 Bethesda Softworks
Civilization
The bank will also sell ships and houses. It will only sell houses if any
are available in the current town. It will also buy back houses and ships at
areduced rate.
dees
Stores Be.
Buying from Store
Amount = .75(%delta_mercantile) + .25 (%delta_personality)
Calculate mercantile skill like this:
%delta_mercantile = [ (merchant_level / 200) + .5] * [ ( (100 - player_level) / 200) + .5]
Calculate personality like this:
%delta_personality = [ (merchant_level / 200) + .5] * [ ( (100 - player_level) / 200) + .5]
Selling to Store
%a = .6(%delta_mercantile) + .15 (%delta_personality)
%delta_mercantile = [ ( (100 - merchant_level) / 200) + .5] * [ (player_level / 200) + .5]
%delta_personality = [ ( (100 - merchant_level) / 200) + .5] * [ (player_level / 200) + .5]
© 1996 Bethesda Softworks 105
S
for most magic spells or
he three key words
item are duration,
chance, and magnitude.
That follows is a chart that goes
rough al! of the major spell effects
ilable to the PC in Daggerfall.
-~ Clearly, some spells are automatically cast
without any fear of failure. Some last a split
second, others for the entire combat. Learn
fell from these special tips.
© 1996 Bethesda Softworks - - fuieunaas 105
The Daggerfall Chronicies
Chameleon — Normal
Makes target very difficult to see. If target attacks something,
chameleon spell is aborted.
Chameleon — True
Makes target very difficult to see. This spell is not aborted if
target attacks something.
Charm
Raises caster’s charm with target, thereby improving caster’s
reputation.
Climbing
Causes target to climb at twice the natural rate.
Continuous Damage — Fatigue
Causes target's fatigue to be damaged.
Continuous Damage — Health
Causes target's health to be damaged.
Continuous Damage — Spell Points
Causes target's spell points to be damaged.
Create Item
Creates one useful item of the caster’s choosing.
Cure — Disease
Cures target of disease.
Cure — Paralysis
Cures target of paralysis.
Cure — Poison
Cures target of poison.
Damage — Fatigue
Drains fatigue from target making target tired.
Damage — Health
Causes damage to health of a character.
106 © 1996 Bethesda Softworks
Legerdemain
Damage — Spell Points
Drains Spell Points from target.
Detect Enemy
Caster is able to detect all enemies within range.
Detect Magic
Caster is able to detect all magic within range.
Detect Treasure
Caster is able to detect all treasure within range.
Disintegrate
Causes target to disintegrate.
Dispel — Daedra
Causes daedra to be dispelled.
Dispel — Magic
Causes magic to be dispelled.
Dispel — Undead
Causes undead to be dispelled.
Drain — Agility
Causes target's agility to be drained.
Drain — Endurance
Causes target's endurance to be drained.
Drain — Intelligence
Causes target's intelligence to be drained.
Drain — Luck
Causes target's luck to be drained.
Drain — Personality
Causes target's personality to be drained.
Drain — Speed
Causes target's speed to be drained.
© 1996 Bethesda Softworks 107
The Daggerfal Chronicles
108
Drain — Strength
Causes target's strength to be drained.
Drain — Willpower
Causes target's willpower to be drained.
Elemental Resistance — Fire
Causes target to be resistant to fire.
Elemental Resistance — Frost
Causes target to be resistant to frost.
Elemental Resistance — Magic
Causes target to be resistant to magic.
Elemental Resistance — Poison
Causes target to be resistant to poison.
Elemental Resistance — Shock
Causes target to be resistant to shock.
Fortify Agility
Increases target's agility.
Fortify Endurance
Increases target's endurance.
Fortify Intelligence
Increases target's intelligence.
Fortify Luck
Increases target's luck.
Fortify Personality
Increases target's personality.
Fortify Speed
Increases target's speed.
Fortify Strength ,
Increases target's strength.
© 1996 Bethesda son
Fortify Willpower
Increases target's willpower.
Free Action
Causes target to be resistant to paralysis.
Heal Agility
Heals target's agility.
Heal Endurance
Heals target's endurance.
Heal Fatigue
Heals target's fatigue.
Heal Health
Heals target's health.
Heal Intelligence
Heals target's intelligence.
Heal Luck
Heals target's luck.
Heal Personality
Heals target's personality.
Heal Speed
Heals target's speed.
Heal Strength
Heals target's strength.
Heal Willpower
Heals target's willpower.
Identify
Identifies magic items.
Invisibility (Normal)
Turns target invisible. If target attacks something, invisibility is
dispelled.
1996 Bethesda Softworks
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109
The Daggerfall Chronicles
10
Invisibility (True)
Turns target invisible. If target attacks something, target will
still remain invisible.
Jumping
Causes target to jump at twice the natural rate.
Levitate
Target is able to float above the ground.
Light
Bright light source created around target.
Lock
Locks door to a lock-level equal to the caster’s level.
Open
Opens a locked door.
Pacify Animal
Pacifies any living beast of subhumanoid intelligence.
Pacify Daedra
“
Pacifies daedra monsters.
Pacify Humanoid
Pacifies humanoid monsters.
Pacify Undead
Pacifies undead monsters.
Paralyze
Causes target to be paralyzed.
Regenerate
Regenerates target's health.
Shadow — Normal
Causes target to meld into normal shadows. If target attacks some-
thing, shadow spell is aborted.
© 1996 Bethesda Softworks
Legerdemain
Shadow — True
Causes target to meld into normal shadows.
Silence
Silences target, making casting spells impossible.
Shield
Creates shield around caster that absorbs damage. When shield
has taken its maximum damage or the spell has elapsed, shield will
be dispelled.
Slow Falling
Causes target to fall at a very slow speed, completely avoiding
damage.
Soul Trap
The target's soul will be imprisoned
in any true soul gem if it dies while
the spell is active. If no soul gem
is present, the monster becomes
unkillable until the spell expires.
Spell Absorption
Target is able to absorb incom-
ing spells, adding their
energy to his or her own
store.
Spell Reflection
Target is able to reflect
incoming spells.
Spell Resistance
Target is able to resist
incoming spells.
© 1996, Bethesda Softworks WW
The Daggerfall Chronicles
12
Teleport
Spell must be cast twice. First at the place where the caster wishes
to return, second to teleport the caster to that location.
Transfer Agility
Transfers target's agility to the caster.
Transfer Endurance
Transfers target's endurance to the caster.
Transfer Fatigue
Transfers target's fatigue to the caster.
Transfer Intelligence
Transfers target's intelligence to the caster.
Transfer Health
Transfers target's health to the caster.
Transfer Luck
Transfers target's luck to the caster.
Transfer Personality
Transfers target's personality to the caster.
Transfer Speed
Transfers target's speed to the caster.
Transfer Strength
Transfers target's strength to the caster.
Transfer Willpower
Transfers target's willpower to the caster.
Water Breathing
Allows target to remain underwater and will trigger when target
enters water.
Water Walking
Allows caster to move at normal speed in water without sinking
even while carrying heavy items.
© 1996 Bethesda Softworks
Legerdemain
gl
Many locations in Tamriel possess special contraptions of great help
to the spellcasting PC. The SpellMaker, ItemMaker, and PotionMaker
give the PC tremendous flexibility, with access to the most potent magical
powers ever conceived or accessible in Tamriel. The Daggerfall Manual
gives you tremendous detail on the use of these machines. Therefore,
we will confine our discussion to some unique aspects of their use.
Creating Spells from Scratch (Spell Faker) 4
The SpellMaker is covered in the Daggerfall Manual. But the player
should be aware of these tips:
) Resist the urge to add every conceivable effect and magnitude to
created spells. Carefully monitor the spell point cost, and compare
it to your PC’s available and expected future spell points. Fashion-
ing a spell that will expend all available spell points with one cast Se
leaves the spellcaster dangerously open to damage and death.
() When you are a lower level character, make spells that have a high
initial magnitude, chance, or duration. Higher lever characters
should switch to spells that have almost no initial values, but have
high per level values. This tactic will make sure that your spells
cost the least amount of spell points. The exact crossover level dif-
fers from spell effect to spell effect.
However it is gener-
ally between the
5th and 7th
levels.
© 1996 Bethesda Softworks 3 5
The Daggerfall Chronicies
114
Enchanting Items (Item*Maker)
Soul Gems
ee
Werewolf 1000
Ghost 30,000
Monster Soul Value |
Nymph 10,000 |
Slaughterfish 0 |
Orc Sergeant 1000 |
© 1996 Bethesda Softworks —
Soul Gems
| Monster Soul Value
Mummy | 10,000
Giant Scorpion 0
Orc Shaman 00
0
Daedra Lord 800,000
Lich 100,000
© 1996 Bethesda Softworks
30
Gargoyle 3000
00
Legerdemain
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The Daggerfall Chronicies
116
Stirring Cauldrons (Potion Maker)
The level of the Mages Guild determines what type of items may be
available. The higher the guild level, the higher the rarity level of the
available items.
The PotionHiaker
| Rarity]
tem Power level General Effect
Small Tooth 1
Medium Tooth 3 :
8 ‘
4
Resist Poison
“ «
Large Scorpion Stinger pape
Snake Venom
Golden Poppy 5 Charm
Pearl 2 Water Breathing
Resist Poison
1
Ghoul’s Tongue 14 Resist Fire
Lead Slowfall
Iron 4 Slowfall
3
Orc blood 5 Fortify Strength
Gold 8 Charm
Platinum 12 Invisibility
Brass 4
Silver 6
Saint’s Hair 16
Jumping
Cure Paralyzation
Cure Disease
© 1996 Bethesda Softworks
The PotionFlaker
Rarity/
ae level General Effect
Holy Icon Dispel Magic
Daedra’s Heart Fortify Willpower
Yellow Rose Polymorph
Levitate
Resist Fire
Slowfall
Heal Fatigue
ee
aD
a s Venom sacle
Troll’s Blood —
© 1996 Bethesda Softworks
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The Haggerfall Chronicles
118
The PotionHiaker
Rarity/
stem Power level General Effect
Black Rose 6 Silence
Malachite 13 Silence
Clover 3 Fortify Luck
Resist Fire
Fortify Personality |
Fortify Intelligence |
Nymph Hair
Lich Dust
i)
o
ee
OS)
aa ee
White Rose 4 Fortify Intelligence | |
Turquoise 6 Resist Frost
Damage Fatigue | |
Resist Magicka
Red Flowers
Cactus
On
© 1996 Bethesda Softworks. .
Legerdemain
The nb
= wd General Effect
_ Fairy Dragon's Scales
_ Red Rose Detect Magic
Potion Recipes
Cast at 5th level
Stamina
Price: 25
Use: Heal Fatigue
Duration: N/A + N/A per N/A level(s)
Chance: N/A + N/A per N/A level(s)
Magnitude: 5-5 + 4-4 per | level(s)
Ingredients:
Pure Water
Aloe
Ginko Leaves
© 1996 Bethesda Softworks 119
The Paggerfall Chronicles
Orc Strength
Price: 50
Duration: | + 1 per | level(s)
Chance: N/A + N/A per N/A level(s)
Magnitude: 1-1 + 14-14 per | level(s)
Ingredients:
Orc's Blood
Iron
Rain Water
Healing
Price: 50
Use: Increases Fatigue and Health
Duration: N/A + N/A per N/A level(s)
Chance: N/A + N/A per N/A level(s)
Magnitude: 5-5 + 9-9 per | level(s)
Ingredients:
Elixir Vitae
Yellow Berries
Mercury
Troll Blood
Restore Power
Price: 75
Duration: N/A + N/A per N/A level(s)
Chance: N/A + N/A per N/A level(s)
Magnitude: 5-5 + 4-4 per | level(s)
Ingredtents:
Nectar
Silver
Werewolf Blood
Saint’s Hair
120
© 1996 Bethesda Softworks
Legerdemain
Resist Fire
Price: 75
Use: Elemental Resistance Fire
Duration: | + 1 per | level(s)
Chance: 100% + 1% per | level(s)
Magnitude: N/A +N/A per N/A level(s)
Ingredients:
Ichor
Amber
Red Flowers
Dragon Scales
Cactus
Resist Frost
Price: 75
Use: Elemental Resistance Frost
Duration: | + 1 per | level(s)
Chance: 100% + 1% per | level(s)
Magnitude: N/A +N/A per N/A level(s)
Ingredients:
Ichor
Turquoise
Pine Branch
White Rose
|996 Bethesda Softworks 22)
The Paggerfall Chronicles
Resist Shock
Price: 75
Use: Elemental Resistance Shock
Duration: 1 + 1 per | level(s)
Chance: 100% + 1% per 1 level(s)
Magnitude: N/A +N/A per N/A level(s)
Ingredients:
Ichor
Lodestone
Yellow Berries
Cure Disease
Price: 100
Use: Cure Disease
Duration: N/A + N/A per | level(s)
Chance: 1% + 10% per | level(s)
Magnitude: N/A +N/A per N/A level(s)
Ingredients:
Elixir Vitae
Fig
Nymph’s Hair
Slow Falling
Price: 100
Use: Slowfall (Feather Fall)
Duration: | + 1 per | level(s)
Chance: N/A + N/A per N/A level(s)
Magnitude: N/A + N/A per N/A level(s)
Ingredients:
Pure Water
White Poppy
Black Poppy
© 1996 Bethesda Softworks
Legerdemain
Water Breathing
Price: 100
Use: Waterbreathing
Duration: | + | per | level(s)
Chance: N/A + N/A per N/A level(s)
Magnitude: N/A + N/A per N/A level(s)
Ingredients:
Rain Water
Elixir Vitae
Ivory
Heal True
Price: 100
Use: Heal Health
Duration: N/A + N/A per N/A level(s)
Chance: N/A + N/A per N/A level(s)
Magnitude: 5-5 + 19-19 per | level(s)
Ingredients:
Elixir Vitae
Yellow Berries
Green Berries
Unicorn’s Horn
Levitation
Price: 125
Use: Levitation
Duration: | + 1 per | level(s)
Chance: N/A + N/A per N/A level(s)
Magnitude: N/A + N/A per N/A level(s)
Ingredients:
Pure Water
Nectar
Ectoplasm
196 Bethesda Softworks 125
The Daggerfall Chronicles
Resist Poison
Price: 125
Use: Elemental Resistance - Poison
Duration: | + 1 per | level(s)
Chance: 5% + 19% per | level(s)
Magnitude: N/A +N/A per N/A level(s)
Ingredients:
Ichor
Snake Venom
Golden Poppy
124 © 1996 Bethesda Softwor!
Free Action
Price: 125
Use: Cure Paralysis
Duration: | + | per | level(s)
Chance: 5% + 19% per | level(s)
Magnitude: N/A +N/A per N/A level(s)
Ingredients:
Ichor
Spider's Venom
Twigs
Bamboo
Cure Poison
Price: 200
Use: Cure Poison
Duration: N/A + N/A per N/A level(s)
Chance: 5% + 19% per | level(s)
Magnitude: N/A +N/A per N/A level(s)
Ingredients:
Ichor
Large Scorpian’s Stinger
Small Tooth
Pearl
Chameleon Form
Price: 200
Use: Chameleon (Normal)
Duration: 1 + 1 per | level(s)
Chance: N/A + N/A per N/A level(s)
Magnitude: N/A + N/A per N/A level(s)
Ingredienta:
Rain water
Nectar
Green Leaves
Yellow Flowers
Red Berries
996 Bethesda Softworks
Legerdemain
125
The Daggerfall Chronicles
126
Shadow Form
Price: 200
Use: Shadow (Normal)
Duration: 1 + 1 per | level(s)
Chance: N/A + N/A per N/A level(s)
Magnitude: N/A + N/A per N/A level(s)
Ingredients:
Rain Water
Nectar
Malachite
Black Rose
Invisibility
Price: 250
Use: Invisibility (Normal)
Duration: 1 + 1 per | level(s)
Chance: N/A + N/A per N/A level(s)
Magnitude: N/A + N/A per N/A level(s)
Ingredients:
Rain Water
Nectar
Ectoplasm
Diamond
Purification
Price: 500
Use: Cure Disease
Duration: N/A + N/A per 1 level(s)
Chance: 1% + 10% per | level(s)
Magnitude: N/A +N/A per N/A level(s)
Use: Heal Health
Duration: N/A + N/A per N/A level(s)
Chance: N/A + N/A per N/A level(s)
Magnitude: 5-5 + 19-19 per | level(s)
© 1996 Bethesda Softwor
Legerdemain
Use: Invisibility (Normal)
Duration: 1 + 1 per | level(s)
Chance: N/A + N/A per N/A level(s)
Magnitude: N/A + N/A per N/A level(s)
Ingredients:
Elixir Vitae
Nectar
Rain Water
Fig
Nymph’s Hair
Ectoplasm
Diamond
Mummy Wrappings
Ingredients
Special Flora of Tamriel
The Arabesque nut can be found growing wild in the mountains of
Hammerfell. This succulent nut is often the only nourishment of
adventurers who find themselves in the wilderness without rations. It
is said that the Arabesque nut has magical properties. When it is
crushed and mixed with the milk of the agile footed mountain goat, a
potion can be made that allows the user to glide safely above the
ground.
Fire fern, a perennial herb, is native to Morrowind. The flowers
are inconspicuous and often hidden. The glossy, evergreen foliage and
flowers are resistant to the conditions of high heat and bright light. A
petal from this plant placed under an adventurer’s tongue will provide
protection from the heat and fire found in the lava pits and streams
around Dagoth-Ur.
Dragon’s-Tongue is the common name for a fernlike herb found in
Hammerfell. It is especially prolific around the area of Fang Lair. It is
a beautiful wildflower. Its name comes from the fire red fronds that
protect it's golden flowers. Dragon’s-Tongue is as pretty as it is deadly
© 1996 Bethesda Softworks )27
The Paggerfall Chronicies
128
to most living beings, and needs to be avoided by adventurers. It is
said, however, that Argonians can pick the plant and use the sap
derived from its roots to enhance their endurance.
Adonis is a herb grown by many residents of Valenwood for their
beautiful and showy flowers. They attain a height of about three feet
and have feathery leaves. The flowers are usually bright red. In addi-
tion to their beauty, they are said to have magical abilities to enhance
the appearance of anyone who carries or wears one of the flowers.
Ironwood nut is a rare nut which comes from the Ironwood trees
which grow deep in the forests of Skyrim. The wood from these trees
is as hard as the metal for which they are named. The rare black iron-
wood tree is said to produce a nut which is very succulent and is
believed to enhance the strength of the adventurer who is able to
crack its shell.
The Narcissus plant which is found along the banks of rivers and
lakes in High Rock is most inconspicuous. It has a small purple flower
surrounded by a deep green leaf. The small flower is
very sweet and tasty. Legend has it that when
a eaten, it has the ability to increase one's
\ RS) _ charisma for a short while.
ADS
_ ae The Somnalius fern can be
tt Sem S wy found in the swamps of Black
< ‘a Marsh. The fronds from this
plant are light green and quite
delicate. Picking a frond can be very
difficult, but once retrieved it can be used
to put an enemy to sleep for a short while
by passing it under his nose.
Arrowroot is a thick, rubbery tuber
wy \ Ky \, that can be found in the province of
Q ft Z Valenwood. The plant is very diffi-
a" Y J cult to find, as its above ground
oS foliage is very meager and scrawny.
) But the arrowroot itself can be most
i
© 1996 Bethesda Softworks
Legerdemain
beneficial to the gatherer, as it has magical properties. The paste made
from grinding the root is tasty and can improve the user's accuracy
with a bow and arrow.
Nightshade is reputed to be a poisonous herb. However, the variety
found in many parts of Elsweyr is cherished by Khajiits who have fol-
lowed the career path of thievery. Many Khajiits will tuck a piece of
nightshade inside their armor to increase their abilities to skulk, hide,
and become invisible.
Ingredients
~ ame Base Wet(lb) Hit Points Base Cost EPs
~ Crystal
Ruby 0.25
Emerald
Sapphire 0.25
| Diamond 1000
Amber 1000
oe Plants
2
‘| Green Leaves 0.25 2
0
0
Red Flowers 0.25 4 0
0
Yellow Flower
~ © 1996 Bethesda Softworks 129
The Daggerfall Chronicies
Ingredients
Base Wet(lb) Hit Points Base Cost Eps
Temperate Plants
Root Tendrils
Clover
Red Rose
Yellow Rose
Black Rose
White Rose
Red Poppy
Black Poppy
Golden Poppy
White Poppy
Warm Plants
Ginko Leaves
Bamboo
150 © 1996 Bethesda Softworks
q
Ingredients
Base Weti(lb) Hit Paints Base Cost EPs
0
| 5 8 0 E
were ee
Mountain Monsters
Werewolf’s Blood
Wereboar’s Tusk 0 | :
Fairy Dragon Scales 0 te
Nymph Hair 0 Eb
Unicorn Horn 0
Ectoplasm
Wraith Essense
Ectoplasm
Ghost Essense
Ghoul’s Tongue
o
ii
So
Spider’s Venom
Troll’s Blood
Snake Venom
Medusa Snake
Lich Dust
Dragon Scales
o/,/o;o }o ;o
The PDaggerfall Chronicies
Ingredients
Hit Points Base Cost EPs
Base Wot(lb)
Warm Monsters
Scorpian Stinger
Giant 2
Scorpian Stinger
Small 0.25
Mummy Wrapping 0
25 25 0
5 12 0
7 40 0
Cold Monsters |
Giant’s Blood 10 25 0
’ 4 26 0
20 40 fo 4
Bs)
1
Basilisk’s Eye 1
0.5
Gryphon’s Feather
Misc Potions
Daedra’s Heart 10 50000 500 0
0.5 2000 200 0
Holy Relic 1 9000
400 0
Tooth |
Big 0.75 7 : 8 0
Tooth |
Medium 0.5 5 - 0 |
Tooth
Small 0.25 5 2 0
Misc Potions
Pure Water I 100 25 0 ‘a
100 10 0 f
100 20 0 |
Rain Water
1
Orcs Blood 1
152 © 1996 Bethesda Softworks
Ingredients
Base Wet(lb) hit Points Base Cost
Misc Potions
Elixir Vitae
Nectar
Ichor
— = ati
Refined Metals
Mercury
—
lop)
Brass
=
5
— bh S
ea
oh
a
°
Raw Metals
Lodestone
eee
—]
or
o;o
za
Tron
a
E
re
o;o
Silver
—
&
o|o
Platinum
Coastal Items
Ivory
Pearl
at
© 1996 Bethesda Softworks
ae "
Ways to attack. Human monsters are more cynical
, of the
“RPG Kind
Hilonsters
actions and Aggression Levels
© hen a monster (not a human monster)
activated and notices the PC, it ran-
Si
domly determines its reaction. If the PC
does not speak its language, the reaction
much tougher to placate, hence the alternate for-
4
The Daggerfall Chronices
If weapon is sheathed, weapon = 10, otherwise weapon = -25.
monster_chance_tame = language + (personality / 10) + weapon.
human monster_chance_ tame = (personality / 5) + (etiquette / 10) + weapon.
Compare chance_tame to a roll of 1 to 200.
If the monster is attacked, pickpocketed, or the target of a spell, it
becomes untamed.
Monster language skill is tallied every time a monster reaction is
tested. Human monster reactions do not affect any skill.
In general, though, most monsters will attack the PC when noticed.
Expect few conversations with monsters while traipsing around in dun-
geons, or anywhere else.
Monster Compendium—Bestia Tactica
The more information the Daggerfall player has on monsters, the bet-
ter off the PC will be. While Daggerfall isn’t all about combat, almost
every important personage and object is guarded by high-level monsters.
These monsters generally have one specific purpose in life. Chew up the —
PC, spit out the PC, and generally make life miserable. j
i
The following summarizes every monster that can be encountered in
Daggerfall. It should be of invaluable aid to the PC during the quest.
You'll learn where monsters hang out, how many might be encountered ;
in a general area, their armor value (the lower the tougher), approximate
monster hit points, whether any treasure might result from defeating the _
monster, the amount of damage to the PC’s health if the PC takes iton
the chin, any special attacks, what weapons will and will not work, and
their attributes.
;
;
136 © 1996 Bethesda Softworks
Close Encounters of the RPG Kind
Just browsing through the first few entries, the common rat shouldn't
seem much of a threat, unless the PC is really unlucky and contracts a
filthy disease. As your eyes wander down the various monsters, a bad
feeling in the pit of your stomach might result. Check out the capabilities
of the Fire Daedra or the Ice Atronach. As a general rule, the easy mon-
sters come first in the chart. By the time you get to the end of the chart,
cold fear should be coursing through your veins.
The Beasts:
Rat
Armor Value: 6
Health: 1d8 + 8 (hp)
Treasure Type: Nil
Damage/Attack: 1-4
Special Attack: 5% chance of transmitting disease per attack:
plague, stomach rot, brain fever
Weapon Needed to Hit: Any
Imp
Armor Value: 3
Health: 1d8 + 10
Treasure Type: D
Damage/Attack: 2-15
Special Attack: Spellcasting
Spells: 7, 10, 29, 44
Weapon Needed to Hit: Steel or better
Spriggan
Armor Value: -4
Health: 2d8 + 10
Treasure Type: B
Damage/Attack: 1-8/1-8/1-10
Special Attack: None
Weapon Needed to Hit: Any
Note: Must “kill” Spriggan three times before it is dead, each rein-
carnation is bigger and badder
4
© 1996 Bethesda Softworks 137
The Paggerfall Chronicies
Giant Bat
Armor Value: 6
Health: 2d8 + 10
Treasure Type: Nil
Damage/Attack: 2-12
Special Attack: 5% chance per attack of delivering a disease:
Plague, Stomach Rot, Brain Fever
Weapon Needed to Hit: Any
Zombie
Armor Value: 0
Health: 2d8 + 50
Treasure Type: G
Damage/Attack: 15-50
Special Attack: 2% chance per attack of delivering a disease:
Plague, Yellow Fever, Stomach Rot, Consumption, Brain Fever,
Swamp Rot, Leprosy, Red Death, Typhoid Fever, Dementia
Weapon Needed to Hit: Any
Grizzly Bear
Armor Value: 6
Health: 3d8 + 10
Treasure Type: Nil
Damage/Attack: 1-8/1-8/1-10
Special Attack: Nil
Weapon Needed to Hit: Any
Sabretooth Tiger
Armor Value: 6 yas
Health: 3d8 + 10 =
Treasure Type: Nil
Damage/Attack: 1-10/1-10/3-15
Special Attack: Nil
Weapon Needed to Hit: Any
138 © 1996 Bethesda Softworks
Close Encounters of the RPG Rind
Spider
Armor Value: 5
Health: 3d8 + 10
Treasure Type: Nil (ree,
Damage/Attack: 5-15
Special Attack: Save vs paralysis with successful hit
Spell: Spider Touch
Weapon Needed to Hit: Any
Orc
Armor Value: 7
Health: 3d8 + 10
Treasure Type: A
Damage/Attack: 1-6 ( or by weapon )
(Equipment list needed: weapon, armor, other categories)
Special Attack: N/A
Weapon Needed to Hit: Any
Centaur
Armor Value: 6
Health: 4d8 + 10
Treasure Type: C
Damage/Attack: 5-15 (by weapon)
(Equipment list needed: weapon, armor, other categories)
Special Attack: Nil
Weapon Needed to Hit: Any
Ore Shaman
Werewolf
Armor Value: 5
Health: 4d8 + 10
Treasure Type: Nil
Damage/Attack: : 1-10/1-10/2-12
Special Attack: .6% chance per attack of lycanthropy
Weapon Needed to Hit: Silver or better
© 1996 Bethesda Softworks 139
The PHaggerfall Chronicies
Nymph
Armor Value: 0
Health: 5d8 + 10
Treasure Type: C
Damage/Attack: 1-5
Special Attack: Energy Leech
After the PC falls asleep, he wakes up 14 days later
Weapon Needed to Hit: Silver or better
Dragonling
Armor Value: 6
Health: 4d8 + 10
Treasure Type: Nil
Damage/Attack: 5-15
Special Attack: Spellcasting: Fireball
Weapon Needed to Hit: Any
Giant Eel
Armor Value: 6
Health: 5d8 + 10
Treasure Type: Nil
Damage/Attack: 2-12
Special Attack: Nil
Weapon Needed to Hit: Any
Orc Sergeant
Armor Value: 5
Health: 5d8 + 10
Treasure Type: A
Damage/Attack: 5-15 ( or by weapon )
Special Attack: N/A
Weapon Needed to Hit: Any
140 © 1996 Bethesda Softworks
Close Encounters of the RPG Kind —
Harpy
Armor Value: 2
Health: 6d8 + 10
Treasure Type: D
Damage/Attack: 2-12/2-12/5-15
Special Attack: N/A
Weapon Needed to Hit: Dwarven or better
Wereboar
Armor Value: 3
Health: 7d8 + 10
Treasure Type: Nil
Damage/Attack: 2-12/2-12/5-15
Special Attack: .6% chance per attack of lycanthropy
Weapon Needed to Hit: Silver or better
Skeletal warrior
Armor Value: 2
Health: 7d8 + 10
Treasure Type: H
Damage/Attack: 5-15
Special Attack: Nil
Weapon Needed to Hit: Edged weapons inflict 1/2 damage
Giant
Armor Value: 3
Health: 8d8 + 10
Treasure Type: F
Damage/Attack: 10-30
Special Attack: N/A
Weapon Needed to Hit: Any
Skeleton Warrior
5) 1996 Bethesda Softworks ai
The Paggerfall Chronicies
12
Ghost
Armor Value: 0
Health: 7d8 + 10
Treasure Type: I
Damage/Attack: 10-35
Special Attack: Spellcasting
Spell: Wizard Rend
Weapon Needed to Hit: Silver or better
Mummy
Armor Value: 2
Health: 7d8 + 10
Treasure Type: E
Damage/Attack: 5-15
Special Attack: 5% chance of delivering a disease with a successful hit
Diseases: Plague, Yellow Fever, Stomach Rot, Consumption,
Brain Fever, Swamp Rot, Cholera, Leprosy, Red Death, Typhoid
Fever, Dementia.
Weapon Needed to Hit: Silver or better
Giant Scorpion
Armor Value: 0
Health: 8d8 + 10
Treasure Type: Nil
Damage/Attack: 15-25
Special Attack: Save vs Paralysis with each attack
Spell: Spider Touch
Weapon Needed to Hit: Any
Orc Shaman
Armor Value: 7 .
Health: 8d8 + 10
Treasure Type: U
Damage/Attack: 2-20 (by weapon)
Special Attack: Spellcasting
Spell: Levitate, Invisibility, Wizard’s Fire, Spell Shield, Fire Storm,
Lightning
Weapon Needed to Hit: Any
© 1996 Bethesda Softworks
Close Encounters of the RG Kind
Gargoyle
Armor Value: 0
Health: 9d8 + 10
Treasure Type: Nil
Damage/Attack: 10-15
Special Attack: Nil
Weapon Needed to Hit: Mithril or better
Wraith
Armor Value: 0
Health: 10d8 + 10
Treasure Type: I
Damage/Attack: 20-45
Special Attack: Spellcasting
Spells: Far Silence, Lightning, Acidic Field
Weapon Needed to Hit: Silver or better
Ore Warlord
Armor Value: 0
Health: 10d8 + 10
Treasure Type: T
Damage/Attack: 5-50 (by weapon)
Special Attack: N/A
Weapon Needed to Hit: Any
Frost Daedra
Armor Value: -5
Health: 15d8 + 10
Treasure Type: J
Damage/Attack: 50-100
Special Attack: Spellcasting (save vs frost)
Spells: Ice Bolt, Ice Storm
Weapon Needed to Hit: Mithril or better
© 1996 Bethesda Softworks 145
The Paggerfall Chronicies
Fire Daedra
Armor Value: |
Health: 16d8 + 10
Treasure Type: J
Damage/Attack: 15-50
Special Attack: Spellcasting, save vs fire
Spells: Fire Ball, Fire Storm
Weapon Needed to Hit: Mithril or better
Lesser Daedra (Daedroth)
Armor Value: |
Health: 17d8 + 10
Treasure Type: E
Damage/Attack: 15-50
Special Attack: Spellcasting
Spells: Spell Shield, Silence, Lightning
Weapon Needed to Hit: Mithril or better
Daedroth
Vampire
Armor Value: -2
Health: 18d8 + 10
Treasure Type: Q
Damage/Attack: 20-50
Special Attack: 2% disease-spread, .6% vampirism
Spells: Levitate, Sleep
Weapon Needed to Hit: Silver or better
144 © 1996 Bethesda Softworks
Close Encounters of the RPG Kind
Daedra Seducer
Armor Value: |
Health: 18d8 + 10
Treasure Type: Q
Damage/Attack: 15-50
Special Attack: Spellcasting
Spells: Vampire Touch, Energy Leech
Weapon Needed to Hit: Mithril or better
Vampire Ancient
Armor Value: -5
Health: 20d8 + 10
Treasure Type: Q
Damage/Attack: 20-60
Special Attack: 2% disease-spread, .6% vampirism
Spells: Levitate, Shock, Paralysis
Weapon Needed to Hit: Mithril or better
Daedra Lord
Armor Value: -10
Health: 25d8 + 10
Treasure Type: T
Damage/Attack: 15-50
Special Attack: Spellcasting
Spells: Levitate, Shock, Free Action, Fireball, Balyna’s Antidote,
Energy Leech
Weapon Needed to Hit: Mithril or better
Lich
Armor Value: -10
Health: 20d8 + 10
Treasure Type: T
Damage/Attack: 70-100
Special Attack: Spellcasting
Spells: Levitate, Shock, Free Action, Fireball, Wizard's Rend,
Balyna’s Antidote
Weapon Needed to Hit: Mithril or better
© 1996 Bethesda Softworks lbp)
The Daggerfall Chronicles
Ancient Lich
Armor Value: -12
Health: 20d8 + 10
Treasure Type: T
Damage/Attack: 70-100
Special Attack: Spellcasting
Spells: Levitate, Shock, Free Action, Fireball, Toxic Cloud, Light-
ning, Wizard Rend, Balyna’s Antidote
Weapon Needed to Hit: Mithril or better
: Fire Atronach
Fire Atronach
Armor Value: 6
Health: 15d8 + 10
Treasure Type: Nil
Damage/Attack: 5-15
Special Attack: Damage Aura al -6 ke per round)
Weapon Needed to Hit: Any (fire spells heal damage done or have
no effect)
Iron Atronach
Armor Value: 6
Health: 15d8 + 10
Treasure Type: Nil
Damage/Attack: 5-15
Special Attack: Damage Aura (1-8 hp per round)
Weapon Needed to Hit: Any (electricity spells heal damage done
or have no effect)
146 © 1996 Bethesda Softworks
Close Encounters of the RPG Kind
Flesh Atronach
Armor Value: 6
Health: 15d8 + 10
Treasure Type: Nil
Damage/Attack: 5-15
Special Attack: Damage Aura (1-10 hp per round)
Weapon Needed to Hit: Any (poison/acid spells heal damage done
or have no effect)
Ice Atronach
Armor Value: 6
Health: 15d8+ 10
Treasure Type: Nil
Damage/Attack: 5-15
Special Attack: Damage Aura (2-12 pts per round)
Weapon Needed to Hit: Any (frost spells heal damage done or
have no effect)
Dreugh
Armor Value: 6
Health: 3d8 + 10
Treasure Type: S
Damage/Attack: 5-15
Special Attack: Nil
Weapon Needed to Hit: Any
Lamia
Armor Value: 6
Health: 6d8 + 10
Treasure Type: S
Damage/Attack: 5-15
Special Attack: Every | pt of health damage = 2 pts of fatigue
damage
Weapon Needed to Hit: Any
© 1996 Bethesda Softworks 147
The Daggerfall Chronicles
148
Preparation for Confrontation
Always have your weapon equipped where monsters might be pre-
sent and ready to pounce on the unwary PC.
Assume that monsters will attack during the very next step in the
game.
Two-handed weapons inflict much greater damage than weapons
that can be wielded with one hand. Unfortunately, a weapon
requiring two hands prevents the PC from wielding a protective
shield. Better to sacrifice some offensive punch than to leave the
PC open to massive damage for lack of a shield.
Cast preemptive spells. Spells such as protection and shield can be —
cast when exploring. Don’t leave home without them!
If your PC is not a magic user, remember to make sure that magic
items that simulate the casting of spells by spellcaster classes are in
the PC’s hands. |
Increasing a PC's agility is very important for combat. While heavy —
weapons and armor inflict great damage and protect well, the extra —
weight severely limits the PC’s agility. If the PC is overburdened
with treasure and ponderous weapons and armor, the PC will
undoubtedly be much slower in combat. He will get fewer attacks
per combat round. When fighting agile monsters, the results can be
disastrous.
A PC with extremely high agility or dexterity often gets more
attacks than anyone else during combat.
Study “The Beasts” above to discern what weapons and spells will
or will not work against expected foes.
Weapons and armor must be kept in good repair, for they can eas-
ily deteriorate with age and constant use.
© 1996 Bethesda Softworks
Close Encounters of the RPG Rind
) Resist the urge to burst into intersections in dungeons. Approach
intersections with deliberation. Sometimes lurking monsters will
give no warning grunt and will be hidden to the PC.
() If monsters approach from afar, use ranged or missile weapons.
+ When one pace away, reequip with a melee weapon.
Confrontation—
RealTime Combat
. Daggerfall’s real-time combat is fast and furious. In real-time, the
| player must make quick, decisive judgments about what the PC will do
in a particular combat. Monsters don’t always conveniently face the
player from the front, but often assault from all sides. It is not uncommon
_ for the player to be surrounded by monsters in a combat. Choosing just
the right spell can be time-consuming and hazardous to the PC’s health.
First, check out the Daggerfall Manual. This gives the benefits and
detriments of the different types of weapon attacks. When brandishing a
_ weapon, keep your finger on the mouse button. Don’t wait for any par-
ticular thrust to finish. About halfway through each thrust, begin
another. That way there will be no delay in your melee attacks.
Consider the geographical position of the party or PC when monsters
attack. If in the open spaces- either outdoors, or in a cavernous dungeon
area, head for a corridor. When the end of the corridor is reached,
quickly turn around. While many monsters may be attacking, in that
confined space only one can attack at a time, making the chance for
victory much higher In essence, let the monsters come to you.
11996 Bethesda Softworks 149
The Daggerfall Chronices
150
Another strategy is to use the physical outlay of the land or indoor
location in other ways. Back up against pillars, trees, or any obstacles that.
will reduce the number of sides your characters have exposed to attacking
monsters. The fewer sides exposed, the greater your chance to win. :
Never forget that monsters can slaughter a PC, whether it has one or
twenty million hit points remaining. When multiple monsters attack,
maneuver between them so that they will destroy each other with their
own spells or ranged weapons.
Finally, remember that in real-time combat, different swings with
diverse weapons lead to optimal results. Experimentation and practice
will reveal if this particular strategy is feasible.
Daggerfall Combat Formulae and
Saving Throws
Legend for Combat Formulae
Chance Odds of a successful blow
Weapon skill
Armor Rating: Self-explanatory
i PC's Agility
Monster’s Agility
Luck: PC's Luck
Luck2 Monster's Luck
Swing Type: Slash/Plunge
Adrenalinel: PC's Adrenaline Rush
Adrenaline2: Monster’s Adrenalish Rush
CareerMod: From Character Generation (0-5)
Racial-mod: From PC's race (0-5)
© 1996 Bethesda Softworks
Close Encounters of the RPG Bind
chance = skill + armor_rating + ( (agill - agil2) / 10) + ( (luckl - luck2) / 10) +
swing_type + (adrenaline - adrenaline2) + generalMod + (career_Mod1 -
career_Mod2) + misc_racial_mods - ( dodging skill / 10) - 60
Maximum = 97% Minimum = 3%
monster skill = level * 5
With backstab skill, if behind enemy, add backstab to chance_to_hit if =p
behind enemy and skill check successful, damage *= 3 as
With critical strike skill, if skill check successful, add critical_strike / 10 to
chance_to_hit. If skill check successful, damage *= 1+(critical_strike / 100)
© 1996 Bethesda Softworks i 15)
The Daggerfall Chronicles
Hand-to-Hand
damage_low = (skill/10) + 1
monster skill = level * 5
Hand-to-Hand Combat
Note:
Steel long swordis 2-16
Steel dai-katanais 3-21
Note:
Daedric long sword is 9 - 23
Daedric dai-katanais 10-28 —
1§2 © 1996 Bethesda Softworks
Close Encounters of the RPG Kind
Saving Throws
1. Determine probability of success
2. Ifdie roll is within 20 of failing, prorate damage and duration (if any).
Example:
Character 4 saving throw is 78
If he rolls 79-100, he suffers full damage ano full duration (if any)
If he volls 60-78, he suffers prorated damage and prorated duration (if any)
If he rolls 1-59, he suffers no damage
Saving Throws
Die Roll Damage/ Duration
Se
aaa eae
© 1996 Bethesda Softworks 195
The Haggerfall Chronicies
154
Wlagical Combat
An important feature of spellcasting is the effects and lasting energy of
certain magic spells. Some spells might last for a combat round or two,
while others may run for the duration of the combat. The status window of
the combat screen will impart information when a spell has worn off. Just
remember, laughing in the face of monsters while unknowingly no longer
protected by that wall of iron, will result in a major league wake up call.
Be warned. As your PC gains strength, experience, and more power-
ful spells, so do the monsters. Certain monsters, even lower- level mon-
sters early in the game, can destroy the PC with a single spell, or send him
to sleepy land. Put another way, if you have mass destruction spells, so do
the monsters.
Ver Best Hlagic Spells
Attacks on all monster groups.
Spells incapacitating monsters (Sleep, Paralyze)
Heal individual or entire party. a
Take advantage of your spellcasting character's ability to ready a spell.
When surprised by monsters, or tactically failing to notice a hostile mon-
ster's approach, pressing “recast spell” can be used to cast fireball or
silence.
© 1996 Bethesda Softworks
Close Encounters of the RPG Kind
Another important piece of inside information is to ignore the mouse
during combat, except for targeting spells. Using the mouse to cast spells
requires several mouse clicks. On the other side, simply hitting Q to cast
the readied spell is a single keypress. Some of you rodent lovers may
object, but when a fire golem is breathing down the PC's neck, the mouse
should step aside for the trusty keyboard.
Treasure and Booty
Tamriel overflows with treasure. Gold pieces, powerful weapons,
thick armor, strange objects, fancy ball gowns, keys, and potion ingredi-
ents are yours for the taking. This is what playing an RPG like Daggerfall
is all about.
Victory over fiendish monsters should be cherished and celebrated.
Increased skills, possible new levels for the PC, acquisition of a key game
item, all when the PC kicks some butt. As Indiana Jones is fond of saying
when asked why he does what he does — “Fortune and glory!”
Explanation of column labels:
TP = Temperate Plant Ingredient
WP = _ Warm Plant Ingredient
MM = Miscellaneous Monster Ingredient
WM = _ Warm Monster Ingredient
CM = _ Cold Monster Ingredient
MP = Misc Potion Ingredient
AM = _ Armor
WP = Weapon
MI = Magic Item
CL = Clothes
BK = Book
MS = Miscellaneous Item
RL = __ Religious Item
© 1996 Bethesda Softworks
The Daggerfall Chronicies
”
Gold TP WP MM WM CM MP AM WP MI CL BK MS RL
=>
bw
f=)
hom)
oQ
a — 3
i—
cs
i)
a
=
wo
cs
7
S
Code
K 50-150
© 1996 Bethesda Softworks
156
Close Encounters of the RG Rind
¢ Multiply the number of gold pieces and the chance for each item by
the level of the NPC.
Roll % chance to see if monster has an item from a particular category.
If successful, roll % chance x 0.5 for second item. If successful, roll %
chance x 0.5 again, until no more items are found from that category.
Live to Fight Another Day
When attacked by monsters and overwhelmed, discretion may be the
better part of valor. Running away is about the only thing the PC can do.
It is important to note that all the movement keys work fine, even when a
monster is flailing away at the PC.
Unless hopelessly stuck in a corridor, run away. This strategy also
applies if a combat is going badly with monsters cutting through the PC
like the proverbial knife through butter. There is no shame or game
penalty for running. Do you really care if your reputation with an ugly ice
golem is reduced?
© 1996 Bethesda Softworks
17
©1996 Bethesda Softworks
target at range, save versus magic)
Auriel's Bow appears as a modest Elven Longbow, but it
one of the mightiest ever to exist in Tamriel’s history. Allege
® created and used, like its sister Auriel’s Shield, by the great
ish demigod, the Bow can turn any arrow intoa missile of. |
th anddestruction, Without Auriel’s power behind it,
ver, the bow uses its own store of energy for its power,
se exhausted of this energy, the bow will vanish and reap
ever chance puts it. Its most recent appearances have
ubject of gossip for hundreds of years.
piven by: Fighters Guild quest
Spell Points: 1500 i
Lightning, hand of sles, ah
. magicka leech
159
The Paggerfall Chronictes
Auriel’s Shield
(caster only)
Auriel’s Shield, an Ebony shield said to have once belonged to the
quasimythical Elvish deity Auriel, can make its wielder nigh invulnerable.
In its resistance to fire and magic, Auriel’s Shield is unsurpassed. Like
many artifacts of Tamriel, the Shield has life and personality of its own,
and does not feel bound to its user. A popular fable tells the tale of it aban-
doning one wielder in her greatest hour of need, but this is perhaps apoc-
ryphal.
Given by: Fighters Guild quest
Spell Points: 1500
Spells: Resist fire, shield, and spell reflection
160 © 1996 Bethesda Softworks
Objects d Daggerfall
Azura’s Star
(1 target, save vs. magic)
Few mortals have the stomach to trade in souls. The Dark Brother-
hood does it, as do certain groups within the Mages Guild. For these cruel
folk, Azura’s Star has a particular fascination. The Star acts as a reusable
soul gem. The soul of any creature killed by the bearer of the Star is
trapped within it. If the Star already carries a soul, nothing happens.
Using Azura’s Star empties it, freeing the trapped soul to make its journey
to Oblivion. Azura’s Star can be used to make magical items over and
over and over.
Given by: Azura
Spell Points: 1500
Spells: None
Chrusamere
(caster only)
Chrysamere, the Paladin’s Blade and Sword of Heroes, is an ancient
claymore with offensive capabilities only surpassed by its defenses. It
lends the wielder health, protects him or her from fire, and reflects any
deletory spells cast against the wielder back to the caster. Seldom has
Chrysamere been wielded by a bladesman for any length of time, for it
chooses not to favor one champion.
Given by: Fighters Guild quest
Spell Points: 1500
Spells: Resist fire, Shalidor’s mirror, and heal
© 1996 Bethesda Softworks 16)
The Daggerfall Chronictes
Ebony Blade
(1 target at range, save versus magic)
The Ebony Blade, sometimes called the Vampire or the Leech, resem-
bles an ebony katana, and its power is very dark indeed. Every time the
Ebony Blade strikes an opponent, part of the damage inflicted flows into
the wielder as raw power. The Blade itself may not be any more evil than
those who have used it, but at some point in its history, a charm was cast
on it so it would not remain with any one bladesman for long. The wizard
who cast this charm sought to save the souls of any too infatuated by the
Blade, and perhaps he was right to do so.
Given by: Mephala
Spell Points: 1500
Spells: Far silence, vampiric touch, and energy leech
Lbony Mail
(caster only)
The Ebony Mail is an artifact created before recorded history, accord-
ing to legend, by the Dark Elven goddess Boethiah. It is she who deter-
mines who should possess the Mail and for how long a time. If judged
worthy, its power grants the wearer invulnerability to all common magical
attacks that drain talents and health. It is Boethiah alone who determines
when a person is ineligible to bear the Ebony Mail any longer, and the
goddess can be very capricious.
Given by: Beothiah
Spell Points: 1500
Spells: Resist fire, shield, and spell shield
162 © 1996 Bethesda Softworks
Hircine Shield
(caster only)
The curse of lycanthropy has its advantages. The incredible strength,
speed and ferocity of a werebeast make it a fearsome opponent. There are,
of course, disadvantages. The bearer of the Hircine Shield can choose
when to bea lycanthrope and when not. Essentially this gives him all the
advantages with few of the negatives.
Given by: Hircine
Spell Points: 1500
Spells: None
Lord's Mail
(caster only)
The Lord’s Mail, sometimes called the Armor of Morihaus, the Gift of
Kynareth, is an ancient cuirass of unsurpassable quality. It grants the
wearer the power to regenerate lost health, resist the effects of spells, and
cure oneself of poison when used. It is said that whenever Kynareth
deigns the wearer unworthy, the Lord’s Mail will be taken away and hid-
den for the next chosen one.
Given by: Fighters Guild quest
Spell Points: 1500
Spells: Cure poison and spell shield
© 1996 Bethesda Softworks
Objects d’ Paggerfall
165
The PDaggerfall Chronicies
Mace of Mislag Bal
(1 target, save vs. magic)
Also known as the Vampire's Mace, the Mace of Molag Bal drains its
victims of spell points and gives them to the bearer. If the victim has no
spell points, he is drained of strength, which is also transferred to the
wielder. Using the Mace of Molag Bal can actually give its bearer more
spell points or more strength than he would have fully rested. However,
these bonus points are temporary. Molag Bal has been quite free with his
artifact. There are many legends about the mace. It seems to be a favorite
for vanquishing mad wizards.
Given by: Molag Bal
Spell Points: 1500
Spells: None
164 © 1996 Bethesda Softworks
Masque of Clavicus Vile
(caster only)
Ever the vain one, Clavicus Vile made a masque suited to his own per-
sonality. The bearer of the masque is more likely to get a positive response
from the people of Tamriel. The higher his personality, the larger the
bonus. The best known story of the masque tells the tale of Avalea, a
noblewoman of some renown. As a young girl, she was grossly disfigured
by a spiteful servant. Avalea made a dark deal with Clavicus Vile and
received the masque in return. Though the masque did not change her
looks, suddenly she had the respect and admiration of everyone. A year
and a day after her marriage to a well connected baron, Clavicus
reclaimed his masque. Although pregnant with his child, Avalea was ban-
ished from the baron’s household. Twenty one years and one day later,
Avalea’s daughter claimed her vengeance by slaying the baron.
Given by: Clavicus Vile
Spell Points: 1500
Spells: None
Hichrunes’ Razor
(1 target, save vs. magic)
The Dark Brotherhood has coveted this ebony dagger for generations.
This mythical artifact is capable of slaying any creature instantly. Victims
of the Razor must save vs. magic or be slain. History does not record any
bearers of Mehrunes’ Razor. However, eighty years ago the Dark Broth-
erhood was decimated by a vicious internal power struggle.
It is suspected that the razor was involved.
Given by: Mehrunes Dagon
Spell Points: 1500
Spells: None
© 1996 Bethesda Softworks
Objects d Daggerfall
165
The Daggerfall Chronicles
Recromancer’s Amulet
(caster only)
The legendary Necromancer’s Amulet, the last surviving relic of the
mad sorcerer Mannimarco, grants any spellcaster who wears it the ability
to regenerate from injury, and absorb magicka. The bearer also becomes
wise beyond his years. This artifact is popular amongst mages. The one
flaw of the Amulet is that it is unstable in this world and forever doomed
to fade in and out of existence, reappearing at locations distant from that
of its disappearance.
Given by: Fighters Guild quest
Spell Points: 1500
Spells: Troll’s blood and wisdom
©Oghma Infiniom
(caster only)
The Oghma Infinium is a tome of knowledge written by the Ageless
One, the wizardsage Xarses. All who read the Infinium are filled with the
energy of the artifact which can be manipulated to raise one’s abilities to
near demigod proportions. Once used, legend has it, the Infinium will dis-
appear from its wielder. It leaves one with 50 bonus points to distribute
among the character's attributes as one wants.
Given by: Hermaeus Mora
Spell Points: 1500
Spells: None
166 © 1996 Bethesda Softworks
Objects d Daggerfall
Ring of Khoajiiti
(caster only)
The Ring of the Khajiiti is an ancient relic, hundreds of years older
than Rajhin, the thief who made the Ring famous. It was Rajhin who used
the Ring's powers to make himself as invisible, silent, and quick as a
breath of wind. Using the Ring he became the most successful burglar in
Elsweyr’s history. Rajhin’s eventual fate is a mystery, but according to leg-
end, the Ring rebelled against such constant use and disappeared, leaving
Rajhin helpless before his enemies.
Given by: Meridia
Spell Points: 1500
Spells: Invisibility and feet of Notorgo
Ring of Aamira
(caster only)
Namira is aligned with the darker side of nature, as is her ring. While
the ring is being worn, any damage the bearer takes is suffered by the
attacker as well. Spells and missile attacks are ignored. How much dam-
age the attacker suffers depends upon his nature. Animals and Spriggans
take no damage, being creatures of nature. Daedric beings only take half
the damage, being supernatural creatures. Humanoids and monsters take
full damage. Undead take twice the damage they dole out, because they
are wholly unnatural creatures.
Given by: Namira
Spell Points: 1500
Spells: None
© 1996 Bethesda Softworks 167
The Daggerfall Chronictes
Sanguine Rose
(caster only)
The Sanguine Rose is not an artifact most folk would care to have.
It summons a lesser daedra to the user. The daedra will attack any other
creature in the area except the bearer of the rose. The rose is like any
other in that it will wilt. The more of its power that is used, the more
wilted it becomes. Eventually all its petals fall off and it loses its powers.
Somewhere in Oblivion a new rose blooms and is plucked by Sanguine
herself to be given to a new champion.
Given by: Sanguine
Spell Points: 1500
Spells: None
168 © 1996 Bethesda Softworks
DSkelcton’s Kev
(caster only)
The power of the Skeleton’s Key is very simple, indeed. With it, any
nonmagically locked door or chest is instantly accessible to even the clum-
siest of lockpickers. A particularly skillful lockpicker may even open some
magically barred doors with the Key. The two limitations placed on the
Key by wizards who sought to protect their storehouses were that the
Key could only be used once a day and it would never be the property of
one thief for too long. Some of those who have possessed the Key have
made themselves rich before it disappeared, others have broken into
places they never should have entered .
Once a day this key allows one to open one lock of lock level 25 or
lower. In effect, this means ALL nonmagical locks and lower level magical
locks can be opened. Magical locks start at lock level 20.
Given by: Nocturnal
Spell Points: 1500
Spells: Open
Skull of Corruption
(1 target, save vs. magic)
Using the Skull of Corruption on an opponent creates a duplicate of
the victim. However, this duplicate will attack the original, not the wielder
of the Skull. There is a story about the Thieves Guild Master and the
skull that is probably fiction, but highly amusing. The Master used the
skull on her enemy, creating a clone of him to fight. After defeating the
original, the clever duplicate snatched the Skull from the Master and used
iton her. Although the cloned enemy could not directly attack the Mas-
ter, it could use the Skull to create a duplicate Master. The two clones
jointly ruled the Thieves Guild for years.
Given by: Vaernima
Spell Points: 1500
Spells: None
© 1996 Bethesda Softworks
Objects d Paggerfall
169
The Daggerfall Chronicles
| Spell Breaker —
(caster only)
Spell Breaker, supepficially a Dwarven tower shield, is one of the most
ancient relics of Tamriel. Aside from its historic importance dating from
the Battle of RourkenShalidor, the Spell Breaker protects its wielder
almost completely from any spellcaster, either by dispelling magic or
silencing any mage about to cast a spell. It is said that the Breaker still
searches for its original owner, and will not remain the property of any
one else for long. For most, possessing Spell Breaker for any time is
power enough.
Given by: Peryite
Spell Points: 1500
Spells: Free action and spell reflection
170 © 1996 Bethesda Softworks
Objects d Daggerfall
Staff of Magnus
(caster only)
The Staff of Magnus, one of the elder artifacts of Tamriel, was a
metaphysical battery of sorts for its creator, the ArchMage Magnus.
When used, it regenerates the wielder’s health at remarkable rates.
In time, the ‘Staff will abandon the bearer who wields it before he
becomes too powerful and upsets the mystical balance it is sworn
to protect.
Given by: Fighters Guild quest
Spell Points: 1500
Spells: Spell absorption
Volendrung
(1 target at touch, save versus magic)
The Hammer of Might, Volendrung is said to have been created
by the Dwarves of the now abandoned clan of Rourken, hundreds
of years before they disappeared from the world of Tamriel. It has
the ability to grant health to its wielder, but it is best known for
the paralyzing and strength leeching effects it has when cast at an
enemy. Like the Dwarves who created it, Volendrung is prone to
disappearing suddenly, resurfacing sometimes in days, sometimes
in eons.
Given by: Malacath
Spell Points: 1500
Spells: Paralysis, and vampiric touch
© 1996 Bethesda Softworks W
The Paggerfall Chronicies
Wabbajack
(1 target, save vs. magic)
Madness and chaos are the trademarks of Sheogorath. The Wabba-
jack embodies these same traits. Using the artifact on a creature will
transform it into something else. The creature can become any one of the
following monsters: rat, imp, spriggan, giant bat, grizzly bear, spider,
nymph, harpy, skeletal warrior, giant, zombie, giant scorpion, iron
atronach, flesh atronach, ice atronach, fire atronach, lich. The problem is
the bearer has no way of controlling the transformation. He could change
a giant bat into a lich, ora fire atronach into a rat.
Given by: Sheogorath
Spell Points: 1500
Spells: None
Warlock’s Ring
(caster only)
The Warlock’s Ring of the ArchMage Syrabane is one of the most
popular relics of myth and fable. In Tamriel’s ancient history, Syrabane
saved all of the continent by judicious use of his Ring, and ever since, it
has helped adventurers with less lofty goals. It is best known for its ability
to reflect spells cast at its wearer and to improve his or her speed and
health, though it may have additional powers. No adventurer can wear
the Warlock’s Ring for long, for it is said the Ring is Syrabane’s alone to
command.
Given by: Fighters Guild quest
Spell Points: 1500
Spells: Shalidor’s mirror, heal, and feet of Notorgo
12 © 1996 Bethesda Softworks
Weapon Aame Base Cost Hit Points Hands Aceded
BB a i ee |
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| Broad Sword 10 600 fs
12 700 |
jet | ee | ee |
| Saber
| Long Sword 15 800
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Battle Axe 20 1200 2
Short Bow 10 50 2 i
Long Bow 20 100 2 Ss
‘ Be e ———
The Daggerfall Chronicles
pale Base
Weight Points Price
: Right pauldron
K Round shield
z Kite shield
Tower shield
V4
Magic
Points
© 1996 Bethesda Softworks
Objects d Daggerfall
Repair is an instant function. The price and time are calculated for all
items in the right hand column. If you accept, the items are removed and
placed with the shop. If you refuse, the items are returned to where they
came from (PC's figure or inventory). The repair time for each item is
printed in the corner of the icon. Price is the sum of individual prices.
Formulas for Repair:
max_repair = longest_time + 50% of all other times
time_factor = max_repair / longest_time
each_repair_time = default_time * time_factor
Clothing
Apparel and costumes come in many flavors. Daggerfall’s stores have
all manner of dress to please even the most refined of tastes. Clothing cov-
ers the chest, waist, feet, arms, and shoulders. Everyone can wear cloth-
ing, a sign that during the time that Daggerfall takes place, decency and
respectability reigned.
We felt that most players would have a fairly good idea about the
weights, carrying capacity, and general worth of clothing from the name.
Because of this, we will dispense with a chart covering the many articles |
of attire, in the hope that players can fend for themselves. Bear in mind
© 1996 Bethesda Softworks 175
The Daggerfall Chronicles
that clicking on the “info” button on the PC's “Inventory” screen will
bring up any clothing information not readily apparent.
Poisons and Drugs
Ingredients and Damage
The numeric value after the Ingredients is the tabulation of all the
ingredients’ rarity value. The damage is that of the poison cast at 5th level,
like the potions. For every two points shy of the given rarity tabulation,
the poison works as if it were cast at one level less. For every two points in
excess of the given rarity tabulation, the poison works as if it were cast at _
one level more. A poison must consist of at least two ingredients.
Saving Throws
One must fail a saving throw versus poison to suffer the damage
below. With drugs, one must pass two saving throws — one to avoid the
normal repercussions of taking the drug, the other to avoid the psyche-
delic effects of the drugs.
Complete Poison Facts
Fame Ingredients Onset Damage if
Time =—- Hot Saved
Nux Vomica Golden poppy, Yellow rose, 3-10
Yellow berries, Yellow flowers (13)
Arsenic _ Pearl, Sulphur, Mercury, 20-1000
Lich Dust (51)
176 © 1996 Bethesda Softworks
Ingredients Onset Damage if
Tine Nat Saved Damage
Moonseed
Ginko leaves, Green Leaves, - -1-10 to HEA + 1-4
Black poppy (16) Paralysis
Drodeweed | Palen Bamnbon, 5-10 -5-10 to STR, 5-30
Black Rose, (13) -1-5 to AGI, 1-5 to SPD
Somnalius
White poppy, White rose, - -10-100 to FAT
Nymph Hair (26)
| Pyrrhic Acid Daedra Heart, Orc Blood, : 1-30 to HEA 1-2
| Dragon Scales, Red Poppy (49)
| Magebane Ghost Essence, Werewolf’s 2 -5-15 to SP, 5-20 |
| Blood, Ruby (37) : -1-5 to WIL : 2
| Thyrwort Small tooth, Brass, : -10-20 from PER, 13
Basilisk’s Eye, Mercury (30) -5-20 from WIL
|
| Indulcet Indulcet 2-12 -4-12 to FAT 2-6
| + 4-10 to LUC + special*
| Sursum Sursum 1-4 -10-30 to INT, z
| + 5-20 to STR + special*
| Quaesto Vil Quaesto Vil 2-12 +5-10 to FAT, -1-4 1-4
| to WIL + special*
| Aegrotat Aegrotat : +5-10toSP Bae |
| - 1-5 END, + special* 4
Paget
lory
> Che Complete
fee = Walkthrough
Overture
; ow, what the player has especially been
ay a a awaiting: the skinny, just the facts ma’
; the whole truth and nothing but, or the
game unplugged. Whatever you call i it, t
ec ction will provide complete analysis and exposition o
ew to win Daggerfall.
1996 Bethesda Softworks = = ae 179
The Daggerfall Chronicles
180
Scenarist Guild
Night after night, Nesmyt hallucinated. Powerful images of
decadence, destruction, and wantoness interrupted any chance that the
latest acolyte of the Mages Guild could peacefully sleep. Unbeknownst
to Nesmyt, the Scenarist Guild existed hundreds of years before his
tortured path to membership just completed a few weeks ago. Guild
pecking order had changed slightly, but Nesmyt’s acolyte status was so
base. Sneers and disrespecful physical gestures were commonplace ever
since the induction. Exactly what caused this snooty behavior was
unclear. One thing did remain continuously crystalline—Nesmyt
would never ascend to an important guild post or assignment until he
pledged fealty to Vychamp, the Mercenary Guild's self-styled leader.
The chances of this occurring was about a zillion to one, for Vychamp
has emasculated Nesmyt's children in a fit of jealous rage over our
hero's pristine helpmate.
Members of the Scenarist Guild are the troubadours, bards, or min-
strels each belonging to a significant province or city. Here, the guild pro-
vides a guided tour of how to traverse the Daggerfall landscape from a
physical, interactive, spiritual, and historical perspective. Here, too, the
specific answers to the special riddles and puzzles are given.
Each of the 12 dungeon chapters are in this part. One neutral
observer, a guild member not associated with a specific geographical
entity, occasionally “translates” or keeps the others’ accounts honest, so
that inborn and regional biases don’t mislead the game player.
The Underking has unleashed thousands of dark minions to stop you
from winning Daggerfall. Hundreds of monsters roam Tamriel. Plan to
exchange pleasantries and unpleasantries with every last one of them.
Most are hostile. Achieve peace of mind with our sure-fire victory aid, the
Monster Watch Grid, preceding every major game region and special
caves and towers. Master what monsters come next, memorize details on
their attacks and overall strength ratings. Devise a winning strategy to
handle even the toughest foes.
© 1996 Bethesda Softworks
Daggerfall’s Glory Road—The Complete Walkthrough
RAarrative
Introduction to the Region
Iliac Bay has had a lengthy and violent history, dating back long before
Tiber Septim assumed the emperorship of Tamriel and brought relative
order to the land. The current citystates of Daggerfall, Sentinel, and Wayrest
have long been the seats of power in the region. Most recently, Daggerfall has
assumed the role of the mightiest of the three- after a land disagreement with
Sentinel prompted a two- year battle over nothing more than Betony, a fish-
ing village at the edge of the Abecean Sea. The village had long been inde-
pendent of either citystate, and when Lord Mogref for monetary reasons
agreed to vassal himself and his village to King Lysandus and Queen
Mynisera of Daggerfall — the King of Sentinel, Camaron, objected. On the
advice of his warlords, he declared war on Daggerfall, claiming that
Lysandus was illegally taking as vassal a village that had been rightfully
Sentinel’s. He cited a two hundred year old agreement.
Several members of both courts urged their sovereigns not to enter
into the war. In Daggerfall, the court sorceress Medora (who was also the
king’s lover), and Nulfaga, the queen mother and a renowned mystic and
necromancer herself, both foretold doom for Lysandus and Daggerfall if he
warred with Sentinel. In the wilds outside Sentinel, King Camaron was
warned against the battle by the Oracle, a blind old woman who served as
an impartial court advisor. Yet neither king would budge, and the war
began with a sea battle off the Daggerfall Bluffs. The victor was Daggerfall,
thanks to the bravery and leadership of Lord Bridwell, the captain of the
Daggerfall military. The next large-scale battle, north of Daggerfall in the
Glenpoint Foothills, also went to Daggerfall. (It was in this battle that the
Sentinel Warlord K’avar received his disfiguring injury, the result of a
fireball cast by a Dark Elf mercenary nightblade.) Daggerfall was ebul-
lient: but Medora and Nulfaga were even more adamant that the war
must not continue. Nulfaga, who was not a particularly popular person in
court anyhow, retired to her castle in the Wrothgarian Mountains, leaving
Skakmat, her dragon familiar, behind to report to her.
© 1996 Bethesda Softworks 18)
The Daggerfall Chronices
182
Nulfaga’s action caused Lysandus to reconsider the war, and at the noto-
rious Treaty of Gradkeep, he met with Camaron and attempted to negotiate
an end to the hostilities. The meeting initially was civil. The Daggerfall priest
Vanech considered Betony to be the holy land of Kynareth, the goddess-pro-
tector of Daggerfall. Any attempts to give up the land were blasphemous to
him. When the time came to sign the agreement (in which Sentinel and
Daggerfall were to be joint lieges of Betony), Vanech substituted a fake treaty
designed to cause offense to Lysandus. Lord Bridwell (according to legend)
shattered the truce and its writing table with a stroke of his battle axe, and
the room disrupted into chaos. Camaron, discovering the priest's treachery,
pursued Vanech and slew the priest. Lord and Lady Graddock, the sover-
eigns of Reich Gradkeep, the site of the treaty, attempted to restore order to
the chaotic room, but to no avail. Bodyguards of the monarchs and
squadrons of soldiers, witnesses and participants in the truce alike, clashed
in the palace.
The courtyards, ballrooms, and hallways of the palace were soaked in blood.
Lord and Lady Graddock and the heir to their throne, Lady Mara,
were among the casualties as the battle raged in the streets as well as the
palace of Reich Gradkeep. The town was devastated, not only from the
battle itself, but from the looters who took advantage of the chaos to raid
the local merchants. In time, the generals took control of their respective
armies and each retired to camp- Daggerfall in the Ravennian Forest and
Sentinel in the Yeorth Burrowland. The flowering meadowland of
Cryngaine Field separated them.
The Battle of Crongaine Ficld
One week later, after each had an opportunity to send for reinforcements
and plan their strategies, the armies of Daggerfall and Sentinel met in the
Battle of Cryngaine Field. In the heat of the battle, a sudden unnatural fog
spread over Cryngaine Field, blinding the combatants. The source of the fog
was Skakmat, who under Nulfaga’s orders was attempting to halt the battle
in which Lysandus was to be slain. When the mist eventually lifted, it was
discovered that an arrow had pierced Lysandus’ heart, apparently fired .
blindly by one of Sentinel’s archers.
Daggerfall did not waste time in mourning. Young prince Gothryd, who
had shown great bravery in battle and was very popular among the troops,
© 1996 Bethesda Softworks
Daggerfall’s Glory Road—The Complete Walkthrough
was crowned King of Daggerfall just behind the battle lines and he ordered
the army onward. Perhaps it was the sight of the brave young warrior-
turned- king appearing on the battlefield in full regalia that inspired the
Daggerfall army. Regardless, the battle quickly turned in their favor. Lord
Bridwell slew King Camaron, and the Sentinelian forces panicked. Lord
Oresme of Sentinel formally surrendered to Daggerfall, giving up all rights
to Betony. He later committed suicide on the march back to Sentinel.
Peace was a difficult process for the cities and towns on both sides of
Iliac Bay. As part of the formal peace treaty, King Gothryd asked for the
hand of Princess Aubk-i, only daughter of the late King Camaron and
Queen Akorithi. The request was intended to restore friendship between
the kingdoms. And it was partially successful, though many in the royal
court of Sentinel viewed the princess as more a prisoner of war than a
bond to Daggerfall.
__ The only surviving member of the ruling family of Reich Gradkeep was
a sickly infant, so the councilors of state appealed to Lord Auberon Flyte, a
cousin of Lord Graddock to rule the town in regency. Lord Flyte was a
strong, almost dictatorial ruler, which was just what Reich Gradkeep
needed to restore order. The respect and gratefulness his subjects showed
him was so overwhelming, that when the infant ruler-to-be died, they not
only elevated Auberon from regent to ruler of the town, they agreed to
rename the town in honor of his family. Reich Gradkeep became Anticlere,
named after his ancestral house.
Lady Doryanna Flyte had been instrumental in her husband's success.
The talent in which she exhibited brilliance was in coercing counselors
and merchants alike to agree to Lord Flyte’s sometimes imperious
demands. But Lord Flyte was not one to acknowledge dependence — he
treated Lady Flyte with the same disdain he had for all. This was to
change when he contracted Guedoilic Plague from an Argonian ambas-
sador. The once strong and healthy king became sickly and weak, and
retired to his bedchamber. He refused to admit his infirmity, but had to
grant Lady Flyte the power to use his seal and hold audience in his stead.
She assumed the mantel of leadership eagerly, and set about replacing the
elderly counselors with the type of advisors she preferred — young hand-
some men she could bully and tryst with. Lord Flyte could not believe
that his wife could be unfaithful, so confident was he of his power over
her. The Mayor of Anticlere, a middle-aged moralist, disapproved of Lady
Flyte, but feared the repercussions of telling Lord Flyte, even when he
© 1996 Bethesda Softworks 185
The Daggerfall Chronicles
184
began hearing rumors that she was consorting with the imprisoned guild-
master of the Anticlere thieves. There were even rumors, never heard by
Lord Mayor Perwright, that Lady Flyte helped the guildmaster escape
almost nightly and went on midnight raids in highways surrounding
Anticlere, thieving in disguise from passersby.
Wayrest had remained neutral throughout the hostilities for a num-
ber of reasons. King Eadwyre and Queen Barenziah, the joint-rulers of
the city-state, had internal problems to deal with. They were elderly,
had to choose an heir, and none of their possible choices were attractive
to all. Princess Elysana was Eadwyre’s daughter from his deceased
wife, Carolyna, and though none could doubt her sweetness of temper,
many doubted her intelligence. Prince Helseth, son of Barenziah and
her late husband, Symmachus, was nearly the opposite, rather rash and
ugly in his temperament but certainly capable, though many resented
the idea of a dark elf presiding over a Breton kingdom. Princess
Morgiah, Helseth’s sister, was not truly a contender for the throne
(even she denied any ambition for it), and opinion was sharply divided
over her—some saw her as noble-minded and supportive of her brother
and the kingdom, while others had precisely the opposite view.
Eadwyre and Barenziah were also concerned about the threat of the
orcs to the north of Wayrest and the pirates in the Iliac Bay. They were
unwilling to send any soldiers to fight in the Betony War, leaving
Wayrest itself undefended. They were, after all, above worrying about
who held liege over Betony, as any who wished to enter the Bjoulsae
River for trade had to pay tax to them. But the orcs to the north, under
King Gortworg, were trying to annex the area as the ninth province of
Tamriel, Orsinium, and willing to destroy any who opposed them. The
pirates had become more troublesome of late, but this ended immedi-
ately after the Betony War. The island of Balfiera, which had been their
haven, was immediately declared haunted because Medora, prior to the
battle of Cryngaine Field, had retired to her castle there to wait for
Lysandus’ return. Queen Mynisera, discovering her affair with
Lysandus, had banished her from court. Medora had attempted to con-
jure Lysandus'’ spirit, but had been unsuccessful. Trying greater and
greater conjurations, she had succeeded in resurrecting the dead all over
the island, but her lover was still lost to her.
The cause for Medora’s distress was apparent to the court of
Daggerfall. Lysandus had come back as a spectre and was screaming
© 1996 Bethesda Softworks
Daggerfall’s Glory Road—The Complete Walkthrough
from the court to the streets of Daggerfall for revenge. He brought with
him a host of devils that plagued the citizens and nobility. The bravest of
the guardsmen attempted to attack these devils, and their souls soon
joined the unholy army. King Gothryd went from being an extremely
popular king to a distrusted one, as rumors began that he may have
killed his own father in the chaos of the Battle of Cryngaine Field.
Mynisera, now the Queen-Mother, was also considered a suspect —
some even suspected that she was in love with Lord Bridwell (which
was true) and had conspired with him to assassinate the king.
The Real Story
The real story is that when Medora was banished from court,
Lysandus decided that he’d rather spend the rest of his life with her in
anonymity than reign as king of Daggerfall (he never was particularly
ambitious). He made a deal with his son, Gothryd, who wanted his father
to be happy. An impersonator would ride into the battle dressed in the
royal battle armor and would feign death. This impersonator is an impov-
erished nobleman from just ouside Wayrest, who was allied with Lord
Woodborne, the commander of the Wayrest military. Just before the bat-
tle of Cryngaine Field, a group from Wayrest, led by the commander,
arrived at the Daggerfall camp and left after two hours of discussion. The
noble put on the king’s armor, and the king donned the noble’s robes.
Woodborne then lead the king off before the battle to Tamarilyne Point to
join his beloved Medora on the isle of Balfiera.
The battle goes as planned. When the fog arrives, Gothryd shoots the
noble impersonating his father and kills him. When the fog lifts, the
“king” is found and carried to the Royal Healer and Gothryd. The full
royal funeral is held for the impersonator in the royal suit of armor.
Along the way to Tamarilyne Point, the real Lysandus and
Woodborne are discussing the king’s retirement. Woodborne is enor-
mously ambitious and hopes that his romance with Princess Elysana
will make him the new king of Wayrest. If Prince Helseth takes the
throne, Woodborne is planning on opposing him by any means neces-
sary. He had tried months before to get Lysandus’ word that Daggerfall
would assist him, but was rebuffed. The Minat orcs, one of the more
powerful tribes, had agreed to ally themselves with him- provided he
© 1996 Bethesda Softworks 185
The Paggerfall Chronicles
186
helped them in their claims to start Orsinium. Woodborne asks
Lysandus what he would do if he gets bored at Balfiera Isle, and
Lysandus says he’d sneak back to Daggerfall and give Gothryd advice.
A member of the Minat orcs meets the troop, and Woodborne tells
Lysandus that it is an emergency and follows the orc, taking one advisor
(someone who doesn't like him and doesn’t speak orcish) with him as an
alibi. The rest of the troop takes Lysandus off to the Point. Woodborne
tells the orc chieftain, Gortworg, to send a group to kill Lysandus.
They meet Lysandus at the point, massacre the troops who are caught
unaware, as they think the Minat orcs are their friends. The orcs sink
all the ships and put Lysandus’ body in a silver casket in a catacomb
near Tamarilyne Point so Woodborne can produce it if Gothryd proves
to be as uncooperative as his father.
Irony: a blessing is placed on the suit of armor before it is ceremonially
cremated, giving the king eternal rest and stopping the curse. Medora
would have done the same if Lysandus had been with her when he died.
The orcs were not so nice. They hacked him up - no blessing given.
Enter the PC
The PC has been sent to Daggerfall at the request of the Emperor, who
is concerned about the events in Daggerfall. King Lysandus had been a
great ally of the Emperor's, a loyalist to the Empire in an area where few
kingdoms thought of a higher authority than their own. The Emperor
gives the PC two quests: to liberate the soul of the king, as the Emperor
cannot bear that his old friend is in torment, and to find a letter from the
Emperor to the queen. The specific contents of the letter are unimportant,
only some old reminiscences that the Emperor feels would be an
embarrassment if they passed to strangers’ hands.
The truth is that the letter was to be given by the Emperor to Lady
Brisienna Magnessen, sister of the Great Knight of the Blades. She is in
disguise at the court of Daggerfall as one of the witches of Popudax,
Medora’s sorcerer replacement. The Blades are a group of knights who
work surreptitiously for the good of the empire all over Tamriel. Their
goal is to repair the great iron golem, Numidium, which forcibly pulled
© 1996 Bethesda Softworks
Daggerfall’s Glory Road—The Complete Walkthrough
the empire together hundreds of years before under the rule of Tiber
Septim. The Blades have been joining together the pieces of Numidium
ever since it was shattered by the Underking. They have in their hands
the Totem, an artifact capable of controlling Numidium. Only one piece
remained to energize the golem- the Mantella, the great engine that is the
heart of Numidium. The king's mother, Nulfaga, had discovered the loca-
tion of the Mantella in her astral travels, and informed the Emperor that
she would give the location if he would guarantee that by recreating
Numidium he would not destroy any of her son’s power. The Emperor
doesn't like to be strong-armed, so he sends a letter by priest to Brisienna
(though officially addressed to Mynisera — a special seal on the envelope
was to tip Brisienna that the letter was actually for her.) (He doesn’t want
to send her a magic message out of fear that Nulfaga would discover it.)
He puts whatever pressure necessary to get Nulfaga to tell him the loca-
tion of the Mantella. The priest is delayed in the war, and delivers the let-
ter not to the old queen Mynisera, but to the new queen Aubk-i. The new
queen's lady-in-waiting is, of course, not Brisienna. Instead, the letter
passes on to Aubk-i. Queen Aubk-i reads the letter, realizes that it was
meant for Mynisera (which of course is wrong, it was méant for
Brisienna), and becomes very nervous about her mother-in-law and the
Emperor. She files the letter away. Brisienna has meanwhile left the
Queen-Mother's service and is now working for Popudax and has no clue
about the events. Aubk-i cannot trust anyone, especially if she learns that
Mynisera was (maybe is) sleeping with Lord Bridwell. She certainly isn’t
going to trust the PC. The lady-in-waiting, noticing that Aubk-i was rat-
tled by a recent letter, reads it, and sells the information (which she does
not really understand except that it is important) to the highest bidder.
This turns out to be Gortworg, who wants all the dirt he can get on all the
royal families of High Rock. He has no idea what the Mantella is and con-
sults the King of Worms, leader of the Necromancers.
Nulfaga is the only one who knows where the Mantella is. And
Gortworg, the King of Worms, and the Emperor all know that she
knows. The Underking is in a tomb in High Rock, still recovering from
using up all his energy to blow up Numidium hundreds of years before.
He's getting stronger, but not quite mobile yet. In order to get the
Mantella to someone, you have to get its location from Nulfaga, who is
loopy. To cure her madness, you must lay Lysandus to rest. To do that,
© 1996 Bethesda Softworks 187
The Daggerfall Chronictes
188
you have kill the man responsible for his death (Woodborne, in his heav-
ily defended fortress) and perform a ceremony at the spot where he was
killed, over at least one of his bones. (Obviously you have to figure out
the whole convoluted mess to do that and to know that there are bones to
bless). The Totem disappears from the Blades and pops around from
group to group during the course of the game. The forces close in. Once
the Mantella is activated, its power races across the bay, bringing the
Underking totally to life.
The Six Endings
If you activate Numidium, and hold the Totem, Numidium will crush
you dead, go on a rampage and be destroyed by the forces of the Empire,
the local kings, the Underking, and the orcs. If the Underking is given the
Mantella, the animation shows him grasping the gem and sucking all of its
energy out, giving himself death at last, and in fact creating an anti-magic
zone in a several mile radius around that area. If Gortworg wins, the
animation shows Numidium defeating the forces of the Empire and the
kings of the Bay before the Underking arrives on the scene — destroying
it and himself. Nevertheless, the result is the rise of Orsinium and the fur-
ther crumbling of the Empire. If the Blades win, Numidium will be cre-
ated, and defeat the forces of the ores and the kings of the Bay, uniting the
provinces of Tamriel under the Emperor. Nothing much changes in High
Rock and Hammerfell — except they're no longer called High Rock and
Hammerfell, they're all Tamriel. If one of the kings of the Bay win, all the
other forces are defeated by Numidium, before the Underking destroys
the golem and himself, with pretty much the same result as Gortworg's
victory for Tamriel, except there is no Orsinium. If the King of Worms
wins, he will use the power of the Mantella to make himself a god.
Quick and Dirty Solution
Introduction
In ages long gone, Tiber Septim forged an empire. The Septim
Dynasty has ruled for nearly 400 years, expanding upon Tiber's
© 1996 Bethesda Softworks
Daggerfall’s Glory Road—The Complete Walkthrough
conquests until the empire encompassed all of Tamriel. So what does
this have to do with the story of Daggerfall? It is at the very heart and
soul of it.
Daggerfall opens with an imperial audience with the Emperor. This is
no ordinary meeting, but rather one that takes place in the dead of night,
with only his seneschal as witness. The Emperor is sending you on a spe-
cial mission of monumental importance. The ghost of King Lysandus is
haunting the city of Daggerfall. It is your job to find out why, and —if
possible —to exorcize the spirit. The secondary element of the mission is
to discover why Daggerfalls queen did not respond to the Emperor's
recent letter. However, finding the letter is not as important as solving
the mystery of King Lysandus’ ghost.
King Lysandus ruled from Daggerfall, the jewel of the Iliac Bay.
Although just one fiefdom of many in High Rock, it is of key importance
because it controls access to the bay. In the battle of Betony, Daggerfall
forces skirmished with those from Sentinel of Hammerfell. King
Lysandus fell in the final battle, dying on the field at Cryngaine.
Daggerfall carried the day and Betony became a vassal state. Shortly
afterward, Lysandus’ spirit was seen haunting the streets of Daggerfall
at night, crying out for vengeance. Against whom or what the spirit
seeks retaliation is unknown.
Hiain Characters
There are many principal characters in the story of Daggerfall. Below
is a listing of all those who play a part, no matter how small, in the main
story. There are many other unique characters in the game, including
various people in all of the courts, who do not play a direct role in the
main story. .
Daggerfall Court
King Gothryd, son of Lysandus
Queen Aubk-i, daughter of Queen Akorithi
Mynisera, Dowager Queen Mother of Gothryd
Cyndassa, a maid
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The Daggerfall Chronicles
Wayrest Court
King Eadwyre
Queen Barenziah
Prince Helseth
Princess Morgiah
Princess Elysana
Lord Woodborne, betrothed to Princess Elysana
Sentinel Court
Queen Akorithi
Prince Lhotun
Independents
Lady Brisienna, representative of the Empire
Medora, former court sorceress of Daggerfall
Nulfaga, sorceress and mother of Lysandus
Gortwog, Warlord King of the Orcs
The Underking, a mysterious undead creature
The King of Worms, archnecromancer
Quest by Quest
You begin the game in the bottom of the Privateer’s Hold. This small
dungeon is a training ground for new players. A complete guide to the
Privateer’s Hold can be found in the next section. By the time you get out of
the Hold, you could be a second-level character and fairly well equipped.
The main story, usually referred to as a quest, has six beginning
threads. Each opens when you speak to a particular member of one of the
royal families: Queen Aubk-i, Cyndassa, Prince Helseth, Princess
Morgiah, Princess Elysana, and Prince Lhotun. Most of these people are
in Castle Wayrest, and they do not need to be visited in any particular
order. However, the quest givers need to like you at least a little bit, and
you must be a minimum level to be judged fit enough to carry out their
wishes. Completing a couple of random quests for these characters is
enough to raise your reputation with them.
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Daggerfall’s Glory Road—The Complete Walkthrough
Quest Blueprint
The Missing Blackmail = Morgiah’s Concern The Elysana’s
Prince Wedding _for Nulfaga Beast Robe
aw fee
Painting Medora’s _ Barenziah’s Soul of Mynisera’s The
the Truth Freedom Book a Lich Letters Emperor's
Courier
The Ancient Dust of
Watcher Restful Death i Orcish
Lysandus’
Revelation Mantella
Revealed
Lysandus’
Revenge Elysana’s
Betrayal
Totem,
Totem, Who
Gets
the Totem?
Journey to
Aetherius
© 1996 Bethesda Softworks 19)
The Daggerfall Chronicles
Starts With: Lady Brisienna
Dungeon: None
Minimum PC Level: None
Key Strategy: Stay in the Daggerfall region for two weeks
Story Progression: Tells you to visit Castles Daggerfall, Sentinel, and
Wayrest
Prerequisite Quest: None
Next Quest: None
One to two weeks after you surface from Privateer’s Hold, you
receive a letter— provided you are in town. A single journey to the
opposite side of the map using the fast travel screen takes several
weeks. The first letter would be delivered when you arrive.
In her letter, Lady Brisienna identifies herself as an emissary of the
Emperor. She gives you the name of a town and a tavern in the
Daggerfall region where you are to meet with her. If you do not show up
after a month, you get a second letter with a similar invitation. If you
do not respond to that, she sends out a third letter telling you that basi-
cally you are’on your own.
The sole purpose of this quest is to give you a little background
information and to guide you toward Castles
Daggerfall, Sentinel, and Wayrest. Once
Lady Brisienna has delivered her
message, she goes into hiding until
much later in the story. If you
fail to visit her, the only conse-
quence is that your reputation
with her and the Empire
goes down a bit.
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Daggerfall’s Glory Road—The Complete Walkthrough
Concern for Aulfaga
Starts With: Queen Aubk-i
Dungeon: Shedungent in the Wrothgarian Mountains
Minimum PC Level: 3
Key Strategy: Click on Nulfaga and get back to Aubk-i
Story Progression: Gives you the location of Nulfaga, and a shortcut
to reach her again
Prerequisite Quest: None
Next Quest: Mynisera’s Letters
The queen’s quest is a simple one. She is concerned about Gothryd’s
grandmother, Nulfaga the sorceress. Since the death of her son,
Lysandus, Nulfaga has shut herself away in her stronghold of
Shedungent. Aubk-i just wants to know how the old woman is faring.
When you click on her, Nulfaga will babble incoherently, making
veiled references to her dead son. When you return to Aubk-i, the
queen will “tsk-tsk” over Nulfaga’s mental instability. Later, Aubk-i
will send you a letter inviting you to perform another quest for her.
The Beast
Starts With: Cyndassa
Dungeon: Random in Daggerfall
Minimum PC Level: 5
Key Strategy: Have a silver weapon ready, don’t let the werewolf
bite you!
Story Progression: Gives a clue about the Emperor's letter
Prerequisite Quest: None
Next Quest: The Emperor's Courier
Cyndassa wants you to kill a werewolf. She won't say why at first.
When you kill it, the human body left behind resembles Cyndassa.
Upon returning to her, she reveals that the werewolf was her brother.
She only wanted to put him out of his misery and prevent him from
killing anyone else.
After successfully completing this quest, Cyndassa reveals that
Aubk-i got the Emperor's letter —even though it was addressed to
Mynisera. Armed with this information, you can now speak with
Mynisera and get her quest.
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The Daggerfall Chronicles
Llysana’s Robe
Starts With: Princess Elysana
Dungeon: None, Lord Castellian’s castle in Wayrest (a random palace)
Minimum PC Level: 6
Key Strategy: Don't put on the cloak!
Story Progression: Learn the Totem exists
Prerequisite Quest: None
Next Quest: None
Princess Elysana seems like a wholesome and sweet girl who wants
to give a robe to a suitor, Lord Castellian. She asks you to deliver the
garment. She is feeling so kindly that she has enchanted the robe to
summon seven daedra seducers to attack whoever is wearing it —mak-
ing you an accessory to murder. Lord Castellian’s men will not feel
kindly toward you after the daedra appear, and they will continue to
attack you for a while after you leave his palace.
This quest does not progress the main plot, other than to mention that
the Totem exists and that King Eadwyre is anxious to get it. However, it
serves to reveal Princess Elysana as someone not to be trusted. Later
on, she offers’you another quest that turns out to be a trap.
Miorgiah’s Wedding
Starts With: Princess Morgiah
Dungeon: Scourg Barrow in the Dragontail Mountains
Minimum PC Level: 3
Key Strategy: Read the letters
Story Progression: The location of the King of Worms, Gortwog has
the Emperor's letter, and a clue to go through Cyndassa to get to
Mynisera to get to Gortwog. Whew!
Prerequisite Quest: None
Next Quest: Soul of a Lich
Princess Morgiah asks you to deliver a letter to the necromancers,
specifically to the King of Worms in Scourg Barrow. In return, she will
tell you something about the Emperor's letter. Her own letter is an
194 © 1996 Bethesda Softworks
Daggerfall’s Glory Road—The Complete Walkthrough
agreement to give the King of Worms “her first” (no, it is not her first-
born child) if he will arrange for her to be married to the King of
Firsthold. He gives you a letter to give to Morgiah agreeing to the pact.
This sets up part of the story for the sequel to Daggerfall. Therefore,
no more will be said of it. As for its implication in this story, you now
know how to find the King of Worms. Visit him occasionally and get
random quests. He can be a useful fellow. Morgiah tells you that only
Mynisera can negotiate with Gortwog. However, Mynisera only can be
approached by first getting cozy with a servant —Cyndassa.
Blackmail
Starts With: Prince Helseth
Dungeon: None, Lord Castellian’s castle in Wayrest (a random palace)
Minimum PC Level: 4
Key Strategy: Read the letters
Story Progression: Wayrest sent advisors to Lysandus the day he died
Prerequisite Quest: None
Next Quest: Barenziah’s Book
Lord Helseth needs a letter delivered to Lord Castellian. The missive
turns out to be a blackmail attempt. If you read the letter, your reputa-
tion with the nobles of Wayrest goes down and you will get attacked
repeatedly by Lord Castellian’s men because you know too much. But
who cares? The letter is too much fun not to read. You can actually
give the letter to King Eadwyre, Queen Barenziah, Princess Morgiah,
Princess Elysana, or Lord Woodborne. However, only Lord
Woodborne and Princess Elysana are interested. They turn around
and use the letter to ruin Prince Helseth’s plans for assuming the
throne of Wayrest.
You learn from Helseth that Wayrest sent advisors to Lysandus at
the Battle of Cryngaine Field. Orcs ambushed the advisors, but some
of them got through anyway. After this quest, you get a letter from
Queen Barenziah offering you another mission. You should also get the
notion that the ruling family members of Wayrest are a bunch of back-
stabbing good-for-nothings.
© 1996 Bethesda Softworks
195
The Paggerfall Chronicles
The Missing Prince
Starts With: Prince Lhotun
Dungeon: Random
Minimum PC Level: 5
Key Strategy: Wait around in Sentinel for seven days, ask for lots of
rumors
Story Progression: Lysandus and Medora were lovers, location of
Direnni Tower and Medora
Prerequisite Quest: None
Next Quest: Painting the Truth
There were once three princes in Sentinel. Now there are two. Prince
Lhotun wants you to find out what happened to his older brother, Prince
Arthago. The official story is that Arthago died of an unspecified illness.
After a few days, you get a letter from agents of the Underking directing
you to investigate a local dungeon. There you find a goodbye letter writ-
ten by the dead Prince Arthago accusing his own father of abandoning
him there to die. King Camaron died years ago leaving his widow, Queen
Akorithi, on the throne.
Arthago'’s letter actually can be given to any of five people: Prince
Lhotun, Queen Aubk-i, Queen Akorithi, Prince Greklith, and Prince
Vhosek. The latter three, all family to Lhotun, will accuse you of trying to
blackmail them. Your reputation with the court takes a major hit, as does
your legal reputation. Aubk-i is grief stricken, but otherwise does nothing.
Give Lhotun the letter and he will tell you about Medora, court sorcer-
ess in Daggerfall, and her love affair with Lysandus. He further relates that
Medora was banished to Direnni Tower on the Isle of Balfiera.
The Lmperor’s Courier
Starts With: Mynisera, the Queen Mother
Dungeon: None
Minimum PC Level: 5
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Daggerfall’s Glory Road—The Complete Walkthrough
Key Strategy: None
Story Progression: None
Prerequisite Quest: The Beast
Next Quest: Orcish Emancipation
Successfully completing Cyndassa’s quest allows Mynisera’s quest
to start. She sends you on a cross country chase to find the courier
who delivered the letter. The courier claims the letter was addressed
to “the Queen of Daggerfall,” so that is who he delivered it to.
However, when the letter was written Mynisera was queen and
Lysandus was king. By the time the missive arrived, Aubk-i was
queen and Gothryd was king.
While you have been galavanting around the country, Mynisera
learns that Princess Morgiah knows the whereabouts of the letter.
Mynisera directs you to meet with Morgiah. Mynisera also drops some
hints about Lysandus’ body never having been recovered, and she all
but accuses Wayrest of treason.
Mlynisera’s Letters
Starts With: Queen Aubk-i
Dungeon: Random
Minimum PC Level: 3
Key Strategy: None
Story Progression: None
Prerequisite Quest: Concern for Nulfaga
Next Quest: None
Queen Aubk-i summons you for another quest. This time she is sus-
picious of Mynisera, the Dowager Queen Mother of Gothryd, and
widow of King Lysandus. Aubk-i wants you to travel to Mynisera’s
private stronghold and search for papers the dowager queen has been
smuggling out of Castle Daggerfall.
The papers turn out to be embarrassing letters and diaries of
Lysandus and other family members. Although they are of no value,
Aubk-i comments on Lysandus’ infidelity when she reads them.
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The Paggerfall Chronicies
198
Soul of a Lich
Starts With: The King of Worms
Dungeon: Castle Sentinel
Minimum PC Level: 7
Key Strategy: Spell protection items
Story Progression: True story of the Underking
Prerequisite Quest: Morgiah’s Wedding
Next Quest: Totem, Totem, Who Gets the Totem?
The King of Worms has a strange way of delivering a message. He
sends a zombie with a letter shortly after you attain seventh level.
However, the zombie attacks you. You must kill it to get the message.
After acquiring the letter, you must travel to Scourg Barrow and wade
through some monsters to get to the Hall of the Necromancers.
Your quest from the King of Worms is to bring him the soul of a lich.
Not just any lich —but a former prince of Sentinel whose spirit is cur-
rently haunting its dungeons. When you bring the soul back to the
King of Worms, he will tell you the true nature of the Underking.
Tiber Septim did not conquer Tamriel alone. He had a trusted
Battlemage Zurin Arctus. For reasons unclear to the King of Worms
(although you will read about it shortly), Tiber betrayed his
Battlemage. Zurin died, but his body lived on. The King of Worms,
being a necromancer, seems rather nonchalant about this. After long
decades of seclusion, Zurin resurfaced as the mysterious Underking.
Barenziah’s Book
Starts With: Queen Barenziah
Dungeons: Orsinium, possibly Scourg Barrow
Minimum PC Level: 9
Key Strategy: Get to Orsinium quickly
Story Progression: May learn Gortwog has the Emperor's letter
Prerequisite Quest: Blackmail
Next Quest: None
Everyone does silly things when they are young. Queen Barenziah
only did one. However, now it is coming back to haunt her. She made
© 1996 Bethesda Softworks
Daggerfall’s Glory Road—The Complete Walkthrough
private confessions to someone about various events in her life. And
that individual decided to write about them. Unfortunately, someone
found a few chapters and sold them to Gortwog, Warlord of the Orcs.
If the chapters were made public, they would humiliate Barenziah and
the Emperor. If you want more details, undertake the quest and read
the chapters yourself. Barenziah has asked you to steal the manuscript
back from the Orsinium citadel.
If you take too long, the necromancers will steal the chapters from
Gortwog. If this happens, Gortwog has one of his shamans perform a
magical sending. The shaman tells you the manuscript is in Scourg
Barrow. And Gortwog offers to pay you for its return. You now have a
choice between giving the book back to Barenziah or to Gortwog.
Whichever one you give it to will like you better, and the other will dis-
like you. In either case, the necromancers will hate you.
The better path is to get to Orsinium quickly, find the chapters, and
take them to Barenziah. She will reward you with information, while
Gortwog will only pay you, and you will have one less dungeon to fight
through. Barenziah reveals that Gortwog himself has the Emperor's
letter, although there is no point in searching Orsinium for it. She also
mentions the Totem and Gortwog's ambitions to possess it.
Starts With: Queen Akorithi
Dungeons: Wayrest
Minimum PC Level: 5
Key Strategy: None
Story Progression: May learn that Wayrest soldiers murdered
Lysandus
Prerequisite Quest: The Missing Prince
Next Quest: The Ancient Watcher
Queen Akorithi sends you a letter asking you to attend her. She
directs you on a quest to find a magical painting hidden in the depths of
Castle Wayrest. The painting animates and depicts several Wayrest
soldiers arguing with a Daggerfall soldier. One of the Wayrest men kills
the Daggerfall man. Queen Akorithi refuses to explain this scene you.
© 1996 Bethesda Softworks 199
The Daggerfall Chronicies
The Daggerfall man is King Lysandus. In Helseth’s quest, he tells you
that Wayrest advisors met with Lysandus just before the battle at
Cryngaine. A clever player would put these two stories together.
Orcish Lmancipation
Starts With: Mynisera
Dungeons: Orsinium
Minimum PC Level: 5
Key Strategy: None
Story Progression: The Totem has been found, Lord Woodborne has it
Prerequisite Quest: The Emperor's Courier and Morgiah’s Wedding
or Barenziah’s Book
Next Quest: None
While Barenziah and Morgiah can tell you that Gortwog has the
Emperor's letter, only Mynisera can make a treaty with the orc
warlord. Mynisera gives you a letter promising to aid Gortwog in
his fight for a free and neutral orc nation —if he will return the
Emperor's letter.
Gortwog “allows” you to fight your way through Orsinium
* to find his letter. The letter is addressed to Mynisera, then
& Queen of Daggerfall, and it warns that the Totem
ee of Tiber Septim has been found by Lord
De Woodborne, a noble of Wayrest. Since the
Emperor has little influence
SLE (pe ~ es over that court, he is asking
BE gee Mynisera to try to persuade Lord
On a “~~~ Woodborne to relinquish the
Totem to the empire. Unfortunately,
this letter never got to Mynisera.
Instead, it went to Queen Aubk-i.
Later on you will learn that the
Totem was stolen from Lord
. og j _ Woodborne and is now in the
C4 : (=. Yga=$e. dungeons of Castle Daggerfall.
* Y GSS Gee, I wonder how they
‘Ficibie knew he had it?
cF
200 © 1996 Bethesda Softworks
Daggerfall’s Glory Road—The Complete Walkthrough
The Ancient Watcher
Starts With: An agent of the Underking
Dungeons: Castle Llugwych
Minimum PC Level: 8
Key Strategy: None
Story Progression: Location of Lysandus’ body
Prerequisite Quest: Painting the Truth
Next Quest: Lysandus’ Revelation
The Underking is quite protective of the Blades. When he was still
Tiber Septim’s Battlemage, the Blades were Tiber’s personal guard.
Four centuries later they are loyal to the empire and its emperor, but
even more loyal to the ideals and code of Tiber Septim. Though the
Underking may have been betrayed by Tiber Septim, he still believes
in his ideals.
The King of Worms has planted a cursed magical item in Castle
Llugwych, the fortress headquarters of the Blades. The Underking’s
agent asks you to retrieve it and bring it to him. This will eliminate a
threat to the Blades and spoil the plans of the King of Worms. The
agent removes the curse and lets you keep the item as your reward. He
also tells you that Lysandus was buried in a secret tomb in Menevia.
icdora’s Freedom
Starts With: Medora
Dungeons: Direnni Tower and Shedungent
Minimum PC Level: 8
Key Strategy: Be prepared for undead, particularly vampires
Story Progression: Free Medora
Prerequisite Quest: The Missing Prince
Next Quest: Dust of Restful Death
Hell hath no fury like a woman cuckolded. King Lysandus took
his court sorceress, Medora, as a lover. Queen Mynisera looked
the other way for years. Then Lysandus made plans to abandon
the throne and run away with Medora. When Mynisera found out,
she banished Medora to Direnni Tower and magically bound her
© 1996 Bethesda Softworks 20s
The Paggerfall Chronicles
there. Since Mynisera is not a sorceress, rumors abound about
whom she might have got to cast the spell and how much it
cost her.
If you wind your way through Direnni Tower, you will find
Medora in a small but comfortable room. There, she will tell you
that the horn of the great unicorn can free her. Only Nulfaga, in
Shedungent, has one. Since Nulfaga is insane, you will have to search
Shedungent for the horn.
Dust of Restfil Death
Starts With: King Gortwog, Warlord of the Orcs |
Dungeons: Random |
Minimum PC Level: 10 |
Key Strategy: Be prepared for undead
Story Progression: Get dust to soothe Lysandus
Prerequisite Quest: Medora’s Freedom
Next Quest: Lysandus’ Revelation
you ina vision. She tells you that Gortwog has the Dust of Restful
Death that will soothe the spirit of King Lysandus. Therefore, you
have to go to Gortwog.
|
This quest does not actually start with Gortwog. Medora speaks to |
|
Gortwog reveals where the dust can be found—in a dungeon crypt
nearby. However, his price for this information is Medora’s support for
“the heart of Tiber Septim.” This is actually a reference to the Mantella. |
Since Medora is more concerned about Lysandus than she is about a
world war in Tamriel, she will gladly agree.
The dust is wrapped in an old letter written by Gortwog. It hints that _
Gortwog tried to save Lysandus by ambushing the Wayrest assassins.
When you bring Medora the dust, she tells you it will take a month to
prepare. Go away, do some random quests, win some treasure, then
come back. When you do, you'll receive another quest.
© 1996 Bethesda Softworks
Daggerfall’s Glory Road— The Complete Walkthrough
Losandus’ Revelation
Starts With: Nobody
Dungeons: Direnni Tower and Lysandus Tomb
Minimum PC Level: 10
Key Strategy: Don't lose the dust
Story Progression: Get the dust to calm Lysandus’ ghost
Prerequisite Quest: The Ancient Watcher and Dust of Restful Death
Next Quest: Lysandus’ Revenge
This quest starts a month after the Gortwog quest. Medora has fin-
ished preparing the Dust of Restful Death, and you can pick it up. She
tells you that the dust will only calm Lysandus’ ghost, not exorcize it.
Only Lysandus knows what will appease him and send his spirit back to
Oblivion.
Medora has no idea where Lysandus’ tomb is found. You have to find
that out from The Ancient Watcher quest or the Elysana’s Betrayal
quest. Once you get to the tomb, just click on the casket. The dust is
used automatically. Lysandus’ ghost appears and tells you that Lord
Woodborne is the assassin. The spirit only can be exorcized if Lord
Woodborne is slain or suffers a massive reversal of fortune. Lysandus
will mark Woodborne Hall on your map of Wayrest.
Lysandus’ Revenge
Starts With: Nobody
Dungeons: Woodborne Hall
Minimum PC Level: 10
Key Strategy: Use nondestructive spells on Woodborne first, or just
go get his journal instead
Story Progression: Lysandus’ ghost is avenged and exorcized,
Nulfaga is made sane .
Prerequisite Quest: Lysandus’ Revelation
Next Quest: None
© 1996 Bethesda Softworks 203
The Daggerfall Chronicles
204
Nobody will prompt you to start this quest. By now you should
know what you have to do. Get into Woodborne Hall and kill Lord
Woodborne. Lord Woodborne looks like any other knight, so be care-
ful. When you first strike Lord Woodborne, he casts three spells: spell
reflection, shield, and heal. If you are a spell caster, hit him with all
kinds of nondestructive spells first. No matter what your skills, don’t
waste an item use or spell on the first attack that will inflict damage. It
will just get healed.
Actually, there is an alternate strategy. Lord Woodborne has a diary
hidden away in his hall. Find the diary and give it to someone. Giving it
to Akorithi will do nothing. She takes the book and burns it. Giving it to
Aubk-i, Gothryd, or Elysana will severely lower your legal reputation
and generate lots of assassins. Presenting it to Barenziah, Eadwyre, or
Helseth results in the arrest and execution of Lord Woodborne. Giving
it to Medora, Mynisera, or Nulfaga will cause Lord Woodborne to be
slain by magic. Gortwog and the King of Worms just keep the book to
blackmail Woodborne. Therefore, to complete the quest, you have to
give it to one of these people: Barenziah, Eadwyre, Helseth, Medora,
Mynisera, or Nulfaga.
This quest is the last in the Lysandus series. Having successfully fin-
ished it, you have completed half of the original mission given to you by
the Emperor. All that is left now is the Totem series of quests.
The Hiantella Revealed
Starts With: Nobody
Dungeons: None
Minimum PC Level: None
Key Strategy: Make sure somebody important likes you by now
Story Progression: Learn about Numidium and the Mantella
Prerequisite Quests: Orcish Emancipation
Next Quest: None
This is not really a quest, but rather a stage of the main story. When
you have completed Orcish Emancipation, somebody may send you a
© 1996 Bethesda Softworks
Daggerfall’s Glory Road—The Complete Walkthrough
letter. In fact, you may receive more than one message if several impor-
tant people and groups like you. The letter tells you all about
Numidium, and how Tiber Septim used this gigantic iron golem to
forge his empire more than four centuries ago. He who holds the
Totem controls Numidium.
If one of these people or groups really likes you, information about
the Mantella might be revealed. The Mantella is a massive green gem
that is the heart of Numidium. It cost Tiber Septim his own heart to
create it. The Totem alone is worthless. The Mantella must be placed
within Numidium’s body to activate it.
Elpsana’s Betrayal
Starts With: Elysana
Dungeons: None
Minimum PC Level: None
Key Strategy: Don’t take this quest unless you do not know the loca-
tion of Lysandus’ Tomb
Story Progression: None
Prerequisite Quests: Orcish Emancipation
Next Quest: None
Princess Elysana is betrothed to Lord Woodborne. She may have
even killed Lord Castellian for daring to court her and getting in the
way of Woodborne’s plans. She is not a nice girl. Now she comes along
and asks you to escort her cousin (actually a prostitute) to an unspeci-
fied location. Supposedly someone will give you an item relevant to the
Totem quest. Wake up! This is a trap! Run! If you perform this quest,
there will be several attempts on your life.
The only reason to accept this quest is if you have not run the
Underking quest. One of the assassins has a note with him showing
you the location of Lysandus’ Tomb. That is where Lord Woodborne
has instructed them to dump your body.
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The Daggerfall Chronicies
206
Totem, Totem, Who Gets the Totem:
Starts With: Lady Brisienna
Dungeons: Castle Daggerfall
Minimum PC Level: 14
Key Strategy: Try to make sure that most people like you first, water
breathing potions/spell
Story Progression: Decides who will control great Numidium
Prerequisite Quests: Lysandus’ Revenge, Soul of a Lich, and Orcish
Emancipation
Next Quest: Journey to Aetherius
After the Lysandus’ Revenge, Soul of a Lich, and Orcish
Emancipation quests are completed, Lady Brisienna sends you a letter.
Gothryd has stolen the Totem from Woodborne and has placed it in
Castle Daggerfalls treasury. Gee, | wonder how he knew Woodborne
had it? Brisienna asks you to get it and bring it to her.
At the same time, five other people are deciding what to do about
you, the Underking, Gortwog, King Eadwyre, Queen Akorithi, and
the King of Worms. If they like you, they will send you letters promis-
ing vast fortunes if you give them the Totem. If they don't like you, they
will send thugs to steal the Totem once you get it out of Castle
Daggerfall.
The Totem itself will speak to you when you pick it up. It warns you
that only someone of the blood of Tiber Septim may wield it, and it lists
those people as the five people above, plus King Gothryd and the
Emperor, Uriel Septim. You have one year and one day to decide who
you will give the Totem to. Otherwise, it will abandon you for a new
owner.
Decide who should get the Totem. Basically, you are deciding which
faction will win the game. Your reputation with that group will soar. A
word of warning —everyone will keep their promises except King
Eadwyre. He takes the Totem and sicks his guards on you. Even
Gothryd will give you a small reward if you return it to him.
© 1996 Bethesda Softworks
Daggerfall’s Glory Road—The Complete Walkthrough
Journey to Actherius
Starts With: Nulfaga
Dungeons: Shedungent and the Mantellan Crux
Minimum PC Level: 14
Key Strategy: Have lots of levitation ability
Story Progression: Wins the game for your chosen faction
Prerequisite Quest: Totem, Totem, who gets the Totem?
Next Quest: None
This is the final quest in the Totem series, and most likely the end of
the main storyline. Once the Totem has been given to someone, you
can visit Nulfaga. Only Nulfaga can transport you to the Aetherius (an
alternate dimension) where the Mantella has been hidden.
Once there, your goal is to click on the Mantella, a huge green gem.
The winning animation for the holder of the Totem will play.
Numidium rises to do the bidding of its new master. For all winners
except the King of Worms, the Underking flies out of his crypt to
reclaim his lost heart. This grants him the death that he has so desper-
ately sought. It also destroys the great Numidium. The Totem holder
does get to use Numidium long enough to translate it into incredible
political power. The King of Worms uses the Mantella to make himself
_ into a god. Thus ends the tale of Tiber Septim’s Battlemage and the
great Numidium.
© 1996 Bethesda Softworks 207
Pe ee eee
Che Pongeons
The majority of Daggerfalls dungeons are built randomly. However,
most of the dungeons used in the main story are custom-designed.
You will see sights in these custom dungeons that exist nowhere else
in the game.
There are a dozen such unique dungeons in Daggerfall. Each is
partially described below. Ordinarily, you might expect to see complete
dungeon layouts. We have one teensy weensy problem with that in
Daggerfall. These dungeons are three-dimensional. That means that the
paths wind in and around, over and under, and even through each other.
There is no single view that would show the complete dungeon layout.
In fact, it would take 10 times as many pictures to show the complete
dungeons! This sample picture gives you an idea of how bad it can get.
) 1996 Bethesda Softworks
The Daggerfall Thronicies
Monsters: Rats, bats, thieves, skeletons and imps
Important Characters: You!
Quests: None, but it’s the dungeon you begin the game in.
As the game opens, you have been shipwrecked and crawled into a cave. A
mudslide seals your entrance to the sea. You are left with one weapon and an
unexplored dungeon from which you must escape.
You start at the bottom of Privateer’s Hold. (A) In general, just keep going w
The first room after the cave has a rat in it. (B) You can fight the creature or just
run past it up the stairs. To take the quickest exit, follow the corridor around, gO
up the second set of stairs and into the room with the U-shaped table. (C) Keep ~
in mind that exploring this dungeon fully can be quite profitable.
The lefthand door leads to the throne room. (D) There are two ways to go
from here. These screen shots show the most exciting path—straight up the big
steps. At the top is a skeleton, (E) which can be a tough opponent for many char-
acters. Once it is disposed of, climb onto the platform and click on the lever
beside it. (F) You will ride up to the balcony overhead. (G)
The alternate route is through the secret door to the left of the big staircase.
(H) Just keep going straight and head up the steps. You will emerge through
a door right at the balcony without ever
having to face the skeleton.
Privateers Hold, Level I~
© 1996 Bethesda Softworks
Once on the balcony, follow the corridor up and around. (I) Enter th
_first door on the right. (J) This big room contains three monsters—a rat, a
“bat, and an imp. If you are clever, you can get the imp to kill one of the otk
© 1996 Bethesda Softworks 21)
The Paggerfall Chronicles
msters: Undead and human assassins
portant Characters: King of Worms
Quests: Morgiah’s Wedding, maybe Barenziah’s Book
Scourg Barrow is the home of the King of Worms and his necromancers. The
entrance looks like an ordinary mausoleum. There are seven stone coffins ina _*
small room, and no obvious exit. (A) The lid of each can be opened by clicking”
in it. Five of them are empty. The center left coffin, and the lone coffin at the ~
end have pits leading down deeper into the dungeon. The lone coffin at the end —
is the false entrance, and only death and destruction can be found there. (B)
he center left coffin eventually leads into the depths of Scourg Barrow. (C)
Scourg Barrow, Level I
© 1996 Bethesda Softworks
The Dungeons
Scourg Barrow, Level 2
The Barrow is a simple dungeon, but is also the largest in all of Daggerfall.
A single, large chasm runs through the middle of it. (H) The King of Worms:
lair is directly below the entrance, although it will take a bit of walking to get
there. (F) Morgiah’s Wedding will force you to find it.
Barenziah’s Book may send you exploring the farthest reaches of Scourg
Barrow. The book is hidden at the far end of the chasm. Just get to the floor of it
and follow the chasm until it ends. (H) You'll find a tunnel on the right blocked
by a porteullis. (L) Directly across from the tunnel is a secret door in the side of
the chasm. (M) This is the only one of its kind in Daggerfall. In the cave room
behind the secret door is a wheel set into the floor and guarded by a giant. (N)
Clicking on the wheel will lift the portcullis. Behind the portcullis is a shabby im
tation of the King of Worms lair. (P) This is home to a lich and his mummy se
-vants. Barenziah’s Book is on the altar.
Re
© 1996 Bethesda Softworks
)
MH
Scourg Barrow, Level 5
Scourg Barrow, Level 4
© 1996 Bethesda Softworks
© 1996 Bethesda Softworks
Scourg Barrow, Level 6
The Dungeons
The Baigerfall Chronicles
uests: Concern for Nulfaga, Medora’s Freedom, Journey to Aetherius
__ Shedungent has the distinction of being the most-used dungeon in the main —
story of Daggerfall. It is the home of Nulfaga, mother to the dead King Lysandus.”
_In Concern for Nulfaga, you have to get to Nulfaga. (H) What is most frustrat=
“ing is that she is right behind the door that you see when you first enter the —
‘place. However, you have to walk all the way around, through, over, and under
" to get to her. Or do you? While there is an easy path to reach her going to the
_ right, there is an even easier way to get in. Next to the door you first notice is a
’ Daggerfall banner. (A) If you click on it, it asks for the password in a melodra-
matic fashion. If you answer “shut up,” the door will open automatically. Nulfaga™
herself will give you this shortcut — but only after you cure her of insanity in
Medora's Freedom.
Shedungent, Level 1
© 1996 Bethesda Softworks
The Dungeons
Shedungen t, Level 2
Taking the right-hand path will result in a lengthy, but easy road to Nulfaga
as well. Just before you get there, two portcullises—one after the other—will
block your way. (D),(E) Go back to the locked door that you can see from the
first portcullis. (F) Behind it is a room, guarded of course, with three levers.
Pull the outer two and the portcullises will rise out of the way.
The Great Unicorn Horn is hidden in Shedungent. The fastest way to get
there is through Nulfaga’s audience chamber. The map picks up juston the
other side of it. Follow the winding path around and up. Near the top, you'll see
a dead end corridor with a connecting tunnel floating in air above it. Clicking
the torch at the base of the dead end will cause the connecting corridor to slide
into place. You can now get into the upper rooms where the Great Unicorn ~
me ‘Horn is hidden.
© 1996 Bethesda Softworks
The Paggerfall Chronicies
Shedungent, Level 5
Shedungent, Level 4
218 © 1996 Bethesda Softworks
The Dungeons
mportant Characters: King Gothryd, Queen Aubk-i, and the court of
gerfall
nd easy to reach. The other is a longer trek away, and is huge. Guess which one ©
1s
you have to find? The false treasury is heavily trapped, so avoid it. The door on
~ the left side of the throne leads most directly to the main treasury. (C) Fooling
with the locks will activate the guards, so be quick.
The main treasury is an elaborate trap. You will find the Totem of Tiber
‘Septim in one of the vaults hanging from the ceiling. (K) However, you will not
be able to get to it. The only way to get to it is to jump into the water
below. (L) One of the eight exits leads to an underwater room with an ice
antronach guardian. (M) There is a wheel there that will bring down the
treasury. Unfortunately, by bringing it down, it traps you underneath .
) 1996 Bethesda Softworks 219
The Paggerfall Chronicles
on the left chain can be quite painful. Clicking on
right one teleports you back out to the main treasury
but the floor is distressingly far below you. Clicking
e middle one is just right. It teleports you to a safe
pot in the large room. From there you can see a lever
top of the treasury block. Pulling the lever will raise
bars in two of the vaults, one of which has
Castle Daggerfall, Level 2
220 © 1996 Bethesda Softworks
The Dungeons
Castle Daggerfall, Level 5
The Paggerfall Chronicles
te i
Be onsters: Undead, particularly vampires
a
Quests: Medora’s Freedom, Dust of Restful Death
Medora's Tower has the single largest room in all of Daggerfall. The tower 1
here are many ways out of the tower. However, you want to go throug )
ip door in the floor. (A) Unfortunately, it is locked. Dungeons being what
they are, the only way to open it is at the top of the tower. Of course, where
Id the trigger be? Set your sights on the stairway opposite you. (B) Climb
the top of the steps. (C) Behind the door is a room with a fireplace. (D)
bis i)
1996 Bethesda Softworks
The Dungeons
Ince under the tower, follow the path as it bends and twists. You wil go
h a pyramid room. (F),(G) On the opposite side of the room, climb up
le steep corridor. (H) Wind your way through the mini-maze and head down
e stairs. (1) You should be seeing the Direnni banner hanging on the walls
_ Near the end of the dungeon, the way is blocked. In fact, it is blocked by
“small maze of stone plugs. (J) There are four levers, one on each side of a
support pillar, (K) which raise and lower these plugs. Pull only the levers
that are opposite the Direnni banners. This will open the w ay to Medora’s
" private chambers. (L)
Direnni Tower, Lev
The Paggerfall Thronicies
Direnni Tower, Level 4
) 219
The Dungeons
Direnni Tower, Level 6
© 1996 Bethesda Softworks 225
The Paggerfall Chronicies
Monsters: Humans
“Important Characters: King Gothryd, Queen Barenziah, Princess Morgiah,
© Prince Helseth, Princess Elysana, and the court of Wayrest
Quests: Painting the Truth
The dungeon of Castle Wayrest lies through the throne room. Once in the
great hall beyond it, take the farthest door on the right. (A) Go up the stairs
(B) and into the room. To get past this portion of the dungeon, you will need to_
“use three teleporters. (C),(D),(E) Each is a red brick doorway —close to .
' where the previous one exited.
After the third teleporter, follow the corridors around to the door to the
~~ west. (H) This leads to a sewer tunnel. (I) Hidden under the water is a tunnel to
*asmaller sewer section. Go up through the stairs (K) and through the small win-
dow. (L) You may have to try it a few times. Try crouching and jumping or
crouching and climbing.
Keep moving up and up. (M) Then go down. (N) Eventually, you will reach
the treasure room where the painting is kept. (P)
Return to the
teleport area. (F) In
the room across the
hall from your last
teleport destination,
find the secret door
- on the east wall.
Castle Wayrest, Level 1
© 1996 Bethesda Softworks
The Dungeons
brick teleport doorway, (T) which takes you to a fountain room. (U) A corridor
leads down to another teleporter. (V) After teleport-
_ ing, find the secret door on the south
wall. (W) Wind to the right to the final
teleporter, (X) which returns
you near to where you first
teleported. (C)
Castle Wayrest, Level 2
© 1996 Bethesda Softworks
aggerfall Chronicies
The
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Castle Wayrest, Level 6
Monsters: Humans
’ Important Characters: Queen Akorithi, Prince Lhotun, and the court of
- Sentinel
Quests: Soul of a Lich
‘Sometimes it feels like the hardest part of Castle Sentinel is getting to Queen,
Aicorith: herself! Her throne is farther away from the castle entrance thana any »
Other ruler’s throne. As you enter Castle Sentinel, a guard gives you directions ~
to the throne. Part way there, another guard directs you yet again.
When you get to the actual throne room of Queen Akorithi, (C) you'll
"discover that the entrance to the dungeon is the door on the right. (D)It leads
~ to an elevator (E) and then a long hallway. (F) The hallway corkscrews
around and down. (G)
When you come to an elevator shaft, (H)ride it only to the mid-level exit. (1)
_ Get off quickly and pull the lever in the room. (J) Then go back to the elevator
‘and ride it all the way to the top. (K) Once up there, you will see your goal. You
want to go through the doorway bordered by the banners. (L) Unfortunately, it
is out of reach behind magical blue bars. To reach the lever that lifts the bars,
7 you will have to find and pull a series of levers in exact sequence.
Castle Sentinel, Level 1
© 1996 Bethesda Softworks
The Dungeons
. Cavtle Sentinel, Level 2
Cross through the room and go down the elevator shaft on the other side.
(M) When you get to the bottom, do not pull the lever on the floor! (N) Nasty
things will happen. Travel down the hall, to the right, and then go up the elevate
shaft. (O) There are two openings off this shaft before you reach the top. The —
first leads to a trap. The second is the one you want. (P) It leads to another shaft
which leads back to the top level. Follow the corridor around to the east and pull
that lever. (Q) Retrace your steps from here to the top of the elevator shaft. —
You aren't done yet. Head north to the central room. Because of all your
lever pulling, you can now walk through the north exit. (R) Travel down the
shaft and pull the lever at the bottom, (S) then get back to the gate room. You
are almost done. Take one last trip down to the lowest level using the southern”
elevator shaft. Pull the lever at the east end of the corridor, then ride the eleva- ~
tor back to the top. The blue bars blocking the bannered doorway are gone. T
+ lich is in the room at the end of the corridor. (T)
© 1996 Bethesda Softworks
The Paggerfall Thro
© 1996 Bethesda Softworks
¢ Dungeons
Castle Sentinel, Level 5
Cautle Sentinel, Level 6
1996 Bethesda Softworks
1996 Bethesda Softworks
N
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Caatle Senti
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The Pa
The Dungeons
stle Lugupch
oo
“Monsters: Humans
’ Important Characters: None
Quests: The Ancient Watcher
You enter Castle Llugwych through an outer foyer. Go into the main hall 77
and through the doorway opposite from where you entered. (A) This leads toa
corridor that winds its way up and around, (B) eventually coming to a room, (O)
Cross through the room to the other side.
More tunnels curl around the room (D) and then over the top of it. (E) Just” -
keep on following the halls as shown in the pictures. (F) Near the final room,
you will cross the bottom of a short elevator shaft. (G) Just keep on going. Ina
small room (H) not far from there is a lever which opens a secret door farther
~ down the hall. (1) Behind the secret door is a second lever that opens the doorto
the final room. Go back to the short shaft and up through it. You now have clear
access to the final room. (J)
© 1996 Bethesda Softworks
The Paggerfall Thronicies
Castle Llugwych, Level 5
230 © 1996 Bethesda Softworks
The Hungeons
Monsters: Orcs, orc sergeants, orc warlords, orc shamans, orc cooks . . .
Important Characters: King Gortwog
Quests: Orcish Emancipation and Barenziah’s Book
Orsinium is home to the orcs and King Gortwog. You will find Gortwog
in the first large room of Orsinium. (A) Unlike the other castles, all the orc
guards do not hold their fire. In most cases you will have to kill one of them
‘before you can talk to Gortwog or enter his dungeon.
At the back of the main hall are two exits. You want the one on the left. —
(B) Just keep following the corridor up and around. (C),(D) When you get to
the pyramid room, (F) step into the fountain in the northeast corner of the
room. (G) This will teleport you onto the platform above the pyramid well.
_ (A) Once there, take the left-hand staircase up and into the maze. (I)
Fortunately, you do not need to negotiate the maze. Just follow the
right-hand wall and duck into the first doorway. (J) Follow the corridor as it
winds up and around (K) through a couple of natural caves. (L), (M) Beyond
© 1996 Bethesda Softworks
The Paggerfall Chronicies
Orsinium, Level 2
the caves, follow the tunnels down and around. (N) Keep going down and you |
will enter an arena, and the object of your desire —the Emperor's Letter—will >
be in the center. (Q)
In the Barenziah’s Book quest, you have to go to a different part of Orsinium.
The book is hidden inside the giant pyramid. First you have to negotiate the
maze. Find the wheel, as shown in the pictures, and click on it. (R) This will
unlock, but not open, the doors beneath the pyramid. Jump into the pyramid
well and go to the east door. Behind it is Barenziah’s book. (S)
To get out, pull the lever in the same room. Back out in the large room, a
stair has been raised which will allow you to reach a wheel that is mounted on
the side of the well. Clicking the wheel teleports you back up to the platform
~above the pyramid. (H)
238 © 1996 Bethesda Softworks
© 1996 Bethesda Soft:
The Dungeons
hs
Orsinium, Level F
The Daggerfall Chronicles
240
Orainium, Level 4
The Dungeons
eedica? GP asale
nous Comb
“Monsters: Undead, of course
‘Important Characters: None
Quests: Lysandus’ Revelation
Your goal is hidden deep in the sprawling crypt of Lysandus’ Tomb. Take the
left door at the end of the entrance room, (A) and follow the corridor up and j
around until you get to a glowing, floating skull. (B) Clicking on the skull will tele-
port you to a torture chamber. (C) Exit through the northwest door and continu
down the hallway, through another room, (D) and on around to the north until the
corridor ends in a door. (E) Travel left through the door, then wind your way
through several intersections until the corridor again ends in a door to the north.
(I) Continue to follow the twisting path through a maze of passageways to a sec-
ond large torture chamber. (H) The west door leads up a stairway (I) and eventu-
ally to a door to the east. (J)
You are now approaching the heart of the crypt. Walk through the door and
wind around and down until you reach a shaft. (K) At the bottom, you will enter a
_ corridor which circles the main burial chamber. The only door of interest here is
the last one before you reach the ramp to the tomb’s upper chamber. (L) This door
leads to a lever which opens a secret door. (M) Return to the corridor and enter
© 1996 Bethesda Softworks
The Daggerfall ©
amber, where ae sarcophagus redti (R) The northwest statue in the
‘lower room will lift the floor back to the upper chamber. (S)
To get out, return to the torture chamber. (C) Find the secret door on the north
wall. Stairs lead down to a glowing skull, which
will teleport you back to (B).
Lysandus’ Tomb, Level 2
© 1996 Bethesda Softworks
© 1996 Bethesda Softworks =t)
Lyéandus’ Tomb, Level 7
24 © 1996 Bethe
a Softworks
The Dungeons
Woodborne *all
“Monsters: Humans
~ Important Characters: Lord Woodborne
~ Quests: Lysandus’ Revenge
Lord Woodborne built this hall to withstand invasions. To that end, the ramp
up into the dungeon has to be assembled by pulling various levers. Of course,
if you can levitate, none of this is necessary. Or is it? Unfortunately, there is a
locked door at the top that only opens when the last segment of the ramp is put
"into place. (N)
The first two levers can be found through the lefthand door next to the
entrance. (A) Go down the shaft to the first opening. (B) Walk down the hall
and you ll find a small room with the first lever. (C) Next, go back to the shaft
and down to the bottom. (D) The second lever is hidden inside the room at the
end of the hall. (E)
The last two levers are behind the right-hand door near the entrance. (F) Go
up to the top of the tall shaft. (H) Bend around, keeping to the right. When you
see a door on the left, click on the torch nearby. (I) This will reveal a secret hall-
way that contains a lever. (J) Go back to the elevator shaft and take a very short
The Paggerfall Chronicles
Woodborne Hall, Level 5
trip down to the next level. (K) Just before the
corridor takes a sharp left turn you'll spot a torch. (L)
“ on i ane ewes secret door will open to Riis another lever.
246 1996 Bethesda Softwork
The Dungeons
Woodborne Hall, Level 5
The other way to deal with Lord Woodborne is to find his personal journal. |
is closer to the entrance than Lord Woodborne himself, and it is therefore some=
what easier to get. The first part of the journey is the same as the one to get to
Woodborne. Turn where it is marked on the picture, (R) then wind your way
down until you reach a shaft. (T) The corridor to the right is blocked by a stor
lug. Ride the elevator to the top, then pull the lever to ride the elevator back.
This same lever also moves the stone plug. Sneaky, eh? You can nov
Iborne has hi adden his prvae journal, CU)
© 1996 Bethesda Softworks 24/
Woodborne Hall, Level 6
© 1996 Bethesda Softworks
The Dungeons
Monsters: Daedra, daedra, and more daedra
" Important Characters: Clavicus Vile (a cameo appearance only)
“Quests: Journey to Aetherius
This is by far the strangest and most complicated dungeon in all of Daggerfal
Itisalso the toughest. Be prepared when you enter it. There is no going back to
town half way through. You will want a few devitate spells.
The Mantellan Crux is divided into six chambers. The first five consist of sets
"of floating objects in a sea of stars. Actually, the fourth chamber is surrounded
by lava, but let's not be too picky about descriptions. Each chamber has a series
_ of traps and puzzles you must solve to move onto the next chamber.
Floating Island Chamber:
This is filled with floating pieces of land. You start on the largest piece, hav-
ing been teleported there by Nulfaga. Immediately below your feet is your goal.
(A) Inside the floating island is a carpet. Standing on the carpet will teleport you
to the next chamber. However, getting to the carpet is a little more difficult.
The first thing you need to do is get to the small island way up over your —
head. (B) To do this, click on the statue next to where you start. It casts a levitat
spell on you. The lever on top of the small island will open a gate in the lower
large island. (C)
Now you need to get to the lower large island. Probably your levitate spell is
still active. Otherwise, follow the path of small islands encircling the large start-
ing island. (D) The small islands lead to a lever. (E) Click on the lever, and the
last small island floats down to the lower big island. Hop on for a free ride.
The large lower island has four floating doors. (F) The west door is booby
_ trapped. The east and south doors will open gates in other areas of the chamber,
To get to the next chamber, you only need to click on the south door. It re eals
hole i in the wall—up ne near ave “ee; of the pebe (G)
© 1996 Bethesda Softworks
The Daggerfall Chronicles
WR ante
Mantellan Crux —Floating Island Chamber, Level I
Before entering this hole, you must go inside the lower large island and pull
the lever. (H) This will lift a hidden gate farther in. (I) The only way to get tot
hole in the'stars is to use the levitate spell again. Use the elevator island to get
ack to the large starting island and click on the statue.
Once inside the hole in the wall of stars, you will find yourself in a series of ©
ong tunnels. (J) They eventually lead to a lever and some more of those blue
bars. Pulling this lever opens a small section of hallway with three other levers
in it. (L) Each lever raises and lowers a set of four gates farther down the hall.”
Click on each of the levers once. Now click on the first lever (farthest from your
~ goal) again. Down at the end of the hall is yet another lever. (M) Pulling this
will open t the gate on your Sarat island. (A). You can now walk in and get
230 © 1996 Bethesda Softworks
The Dungeons
The Daggerfall Chronicles
Mantellan Crux —Floating Island Chamber, Level 4
2 © 1996 Bethesda Softworks
The Dungeons
Mantellan Crux, Temple Chamber, Level 1
Cemple Chamber:
This features a large pyramid atop a floating island. Once again your goal is
near at hand, but the path is far afield. You want to get inside the pyramid, which
will teleport you to the next chamber. Of course, it isn’t that simple.
To the left of the entrance is a stack of coffins, (A) and to the right is a small
floating island with a lever. (B) Don’t bother going left. Left leads to the pyra-
mid, and you can’t open it yet. Take the island elevator down.
The pathway leads to a large, floating island. On it are several tombstones.
(C) Three of them will do special things, and they are accompanied by ghostly ©
moans. One of the tombstones gives you an epitaph. The name on the stone,
“Benefactor,” is important. The other two open gates, one inside the pyramid,
~ and one leading into the interior of the floating island you are standing on. (D)
" Having activated all the tombstones, (D) go down and around the floating
Then go inside and pull the lever It opens the last blocking gate.
© 1996 Bethesda Softworks
The Daggerfall Thronicies
Mantellan Crux, Temple Chamber, Level I
Continue along the path of small floating islands. (E) When you get to the
. . . . TY . . =!
end of the line, there is an elevator island (F) that will take you up to the hole in
the wall of stars. (G) In a room that lies past that, you'll see an ominous-lookin
man. If you click on him, he demands you tell him his name. (H) His name ts
“Benefactor.” This will open the trap door on top of the pyramid. (I)
~ With the pyramid open, you can go down through it. At the very bottom isa”
shaft. (J) Jump into it. When you land on the floor, you will get teleported tot
2y4
The Dungeons
Mantellan Crux, Temple Chamb.
Mantellan Crux, Temple Chamber, Level 4
i
250 © 1996 Bethesda Softworks
Mantellan Crux, Inverted Shrine Chamber, Level
Sverted Shrine Chamber:
Upon first entering this chamber, you are presented with two choices. To the
right is an elevator shaft, which you should ignore. To the left is an entrance into
the wall of stars. (A) Head left, then follow the steps as they wind around to the —
right (B) and lead you to the upside-down shrine. (C)
There are four doors at the shrine. (D),(E),(F),(G) Walk to the right and
enter the door on that side. (D) Inside, you'll spot a lever on the ceiling —which
is actually the floor since this whole structure is upside-down. Clicking on the
lever will open the box in the room on the opposite side. Go all the way around”
© 1996 Bethesda Softworks 25
The Daggerhall Chronicles.
the shrine and into that door, (E) and click on the now-revealed lever. This
_ Opens the door in the front of the shrine. (D) Now you can go in there and click
on the blue obelisk.
The obelisk will teleport you to a room with eight doors. (H) Most of these
doors have monsters behind them, and a few have traps. The eastern door on th
south wall leads to the exit. (1) Take it and keep going west. (J) You will end up —
in the next chamber.
258 © 1996 Bethesda Softworks
The Dungeons
The Daggerfall Chronicies
fourth chamber has fiery walls. Two narrow stone bridges lead up to th
sockets of a huge stone head. You need to get inside the head.
ifter entering the chamber, click on the first small head you come to. (A) _
This is where the path splits. It will give you a cryptic warning that is also a clu
Two of the small heads are facing the large head. You must click on these two to
iter Pe lar Be head. The other smal heads are seats traps.
u click on the fifth small head, (D) it will cast a healing spell on you. It is also
he only small head looking directly away from the large head.
Enter the large head, pausing to chat with the image of Clavicus Vile if you
The correct answer ee you to a room full of skulls. (E) Find the skull
hat is unique and click on it. The door will unlock. To avoid trekking all the way
hrough the spiral, click on the middle skull on the shelf to your left as you are
© 1996 Bethesda Softworks
The Dungeons
© 1996 Bethesda Softworks 261
The Paggerfall Thronicies
This is the last guardian chamber. Follow the staircase up, then take the stee
"tramp down. From here, either jump down into the pit, (A) which teleports yous
you can go no farther until you speak with the image of Glavicts ree in the roo
at the end of the upper hallway. (B)
Clavicus asks you what weapon he favors other than the blade. For a clue, go
to the left or right of Clavicus’ room and click on the armor you find there. This ©
will send you on a dangerous tour of the starry chamber, where the answer will 9
_ become obvious. However, since you have the hint book, you can avoid that by ~
“just answering “crossbow.”
Mantellan Crux, Sword and. Chamber, Level 1
The Dungeons
you ona Minis island pierced by a — sword. "The door high up on the north
~ wall is your ultimate goal. (C) Unfortunately, the way is blocked by magical blu
bars. Far below you is a giant crossbow, which will become important later,
Nearby is a hole in the surface of the island. You may have trouble fitting i
i. crouching first. A strange set of nt, he kesaat you. On the ceiling a
205
The Daggerfall Chronicies
Mantellan Crux, Fiery Heads Chamber, Level 2
reveal a smaller chest. Click on it, and it opens to reveal a white gem. Clicking on
the gem drops the entire island, and you with it, down below the sword.
Going back outside, you can now step across the islands to the notch in the
crossbow quarrel. (D) While standing in it, click on the lefthand axe. You are
shot up into the floating target overhead! (E) Simultaneously, the giant sword —
will rotate down and make a sloped path for you to reach the door high up in
the wall of stars.
264 © 1996 Bethesda Softworks
© 1996 Bethesda Softworks
antellan Crux, Fiery Heads Chamber, Level 4
The Dungeons
The Paggerfall Chronicles
pais the sword aa crossbow chamber, (A) you enter a confusing series 0
yoms filled with monsters. Getting beyond them plac es you at the edge of a bal-
cony in the last chamber. (B) This chamber is very simple to navigate. Just float
sross to the Mantella and click on it. When you do so, Great Numidium comes
“to, life. You are returned to Nulfaga’s side, and the winning animations play.
tions! LO} have preapited The Elder Scrolls Daggerfall.
200
) 1996 Bethesda Softworks
Sndex
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© 1996 Bethesda Softworks 267
The Daggerfall Chronicles
GARR Gols case scnasinrsinnzavrvetbasndeinaiees 148-150
Courts-Crime and Punishment...........ccsssee000 102
PE RTUIN OPiFaschc-nsesenesnssonerdgonnurtoensgleiethe 113
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PAINE GE perce las ccsvesi laces snceencsudacnfeisaess 79-80
Wieehes Coven. ..ccccuuoens-ni tetas 80-81
Dark Brotherhood, The <sisisicsoeccscctsssesesssssvesenseses 6
LE OS ie Oe 52-35
ET RS Sue 88-89
ENS ican ccaulles Sa MpEsyansenginws-nstenssvecnsti 64-67
Dungeons
OCGA Dngagerfalll ...i.cssiveis.co.s0ittBiagenieracsvih 219-221
NEMA <i async an -scncdbutMagesibstbons 235-236
Castle Sentinel.....cccsstosevse.s.sssosssavoseaveseness 230-234 °
ee WGA cancer maptinGticavtanessss 226-229
Bari eT Also rccaes ae n.-n..-neonsssadeases 52
ee 222-225
ES SS eo 241-244
PA ARCALUE- CIR bosacasiintissscsessosesssrstsensseseee 249-266
Fiery Heads Chamber vessccecsssecsseevesessess 260-261
Floating Island Chamber ...seessescesseessee 249-252
Inverted Shrine Chamber .ccccccccssscsceceses 257-259
MEARE a COBRIREE .5..0.+.00000000s.seessseeesnesesveae 266
Sword and Crossbow Chamber s.ssccese0e-- 262-263
Bettie CAMBER ........sseressenscnennsagareess 253-256
Rocher sess cinissscavietacesansacesssnspon: 237-240
(1 a a 210-211
II isccace.--n--scsoncneeyedbBigiocnseess 212-215
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268
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WOO AIRMIH .csssicsssconssssssssselessacoree 245-248
PFA casa ons edievacdeasalesvsteaseusivacelessoneealy 48
Fighters (outline ........0s.:s.seccosscesssessnsssssaiis 41,86
FR aie 1s Baa RP soso sisnsnvvsnsnnussidcenszeescobmeed 86
Hactrn tis tiyctate eee nssecescecsscscdevensatten 30-36
Court of Dageriallite ccsseis.sacccsisessseiscsesasensscnsd 36
Faction Types........:ssssscsceien ene eps scan cut 52
Rualer Tithesii:...ssi..cstescddtesacssvesc) 52
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SBBOUPS..0....00s0.-cavesnnstcgaeevsvnns coin MCLEE. 32
God/Goddesses sisis:sciigessceecs.ss:isseesencs sea PSTS
by repiien:...,.-dactnestiokedneorsstconaighiaeies 12715
Guild Rules (general) .........cssscssesseessecseesseess 83-84
Hand to Hand Com bat...issetinscclliciss.ss heuer: 152
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Nee ANECL 5a. 0s cacetndssyos MS Ginn jonnstes 114-115
Kimghtty Orders:ajj:2aet cron iter: -. <u 98-101
Letters tes..5Riesssltediect en ee 64
LaBAREATOPY -.:.--cse0-sesonesee.sssooseshentneiestaeen tai 73
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Basics arid Sica .......,,..cscescmascacsuseerettessonscstire 85
DAMEN AORS 26... .sccrsiniendstaeaooer oer een 113
Prisgetcal Cin bat ..........-coynessenerssaroess aes 154
DAM C Bar acters......:..<c0sMibscckeh elena d 189
© 1996 Bethesda Softworks
Monster slast s.sciiascarcranstudecsteigictercssvesxocty see Beasts
Poisons and Wer s eer ettes Watiosesweeernerevree- 176-177
Potié Maker timics......5. 1 Okemecne tials. ..a-.. 116-119
Potion’ Recipes,..........0isssviiestieaiaWeeiesssensxs 119-127
ROU CGES. ci csiane. Peaeesna cvevinyossaiclipeoeliga tire ohevtead 37-38
Wirec Mette VOUT «Sos asey..s100n<tRpmenand Parmenter. 201
AERA POOR sovcnsosisnesssnvarsanastavcvtvagannaetinsss 198
Re oo Oe a a ee ve 193
ESTE Ae cos tbls i aon 0 sto heathen oe es onnne 195
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te Soe ee. ea 38-40
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Beuaria 6 Betriaapell svccsccscssonscssscn.svsctsosesstsienctee 205
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Aon ey bo ACEP ....assisvesseresnseronstenriasiascosess 207
Tiydandus’ Revelation ....ssverssesssrersersescsessnensesees 203
Wideamntttis RevennGiscivis..cizsanssonesosocvescsessesevssonets 203
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DETR COTO ora aancasknncsk asians sncensaeedbsnnnss 201
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BERT A WED IUAG oo. ...s0nccsesnesnsectlaneesecnessesseree 194
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EN EE icc acsssecsessiessssesnesnseeesisses 199
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Totem, Totem, Who Gets the Totem? .......sss00000 206
Agi Vea ee 149
a SE er: 175
© 1996 Bethesda Softworks
Peepultation: ...cccsaeererswinaieeeads tes eer iiespcnntenoeit 40-41
Poet bamnihy Tree <ige. atcar-......cilhns.eaceclowentaen 15
Oe, ee... One, a 59-61
Ci 8 C101 ee os 49
Save Game Strategies .......sssosssesseseessseersses 56-57
Savings PLOWS... «seceonsosdeseecesegnynesentpedepbges seuss 153
SETS Ge, LT (6 ane POD I leo Ieee 180
Signposts (information sources) «1... 29
Skills and Advancement ......ccccccsscscsssseesceoees 42-43
er - 105
ie ene ae nee 113
Se a ea a 54
RRERUES |. 5 cis0si0lscsas:sctte Sees ses séeseeestsesssseiteeneee 103
Tamriel
Ci en cer MR. 45
Special Eiveragpiiescgsctceascsianseidceoceesampeomteogeve 69-72
Weather andi@limate of ..is:..cctescescseeaesevess+ctoes 47
Temples
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ey) na er oe 90
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Julians a peeteccsristtesstenteaeee divas scvsctantaeneees 94
Kynawethycerapiae tose. s<n.scdhinss. Riba roemmmnactaeae 97
IVA SaiAi a ce eo co ocasssnnnsceseag entra 92
eT Os, ae, ee ee ee 96
ZaRIE EAN, NE on cones cnsanceove>-cce Se 9]
The Daggerfall Chronicies
Thieves Guild, The
Lev 7 es eee a OE 35
Rata eotee PON TLSS, css cscceoccscadeneeousdonedbervee 87-88
erase: LA its pe eeeeiees:. Ais -+.0as0scvShsccssosccetencaveseee 55
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WERT EIL cs 0ss0cEaagceae apeage Metnonns ncgaaiegintet 74-76
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PE SGES 5 cinco ERR ROE, ae evesedTatash Eo 75
AEST ee © Mor) Oe 173
270
0” 95155 10780™ 9
ISBN 0-929443-20-7